On Wednesday 01 October 2003 13:39, Erik Hofman wrote:
> Innis Cunningham wrote:
> > Hi Lee
> > Great aircraft.You sure know how to make us feel inadequate.LOL
> 
> Just to get ahead of every one, the 10,000+ vertices are just too much 
> for my poor O2. One every 20 seconds is slightly too slow for good 
> simulation purposes.
> 
> Try to get somewhere near 1,000 and you should be fine (actually 2,000 
> will be fine also, but so far all my models ended up near 1,000 
vertices).
> 
> Erik

Yeah - none of my models could be regarded as low-poly.  Then again, the 
shapes of the models I tend to do are quite complex and not a simple tube 
like the majority of airliners.  There's quite an overhead in doing the 
detail stuff like the engines and u/c, but I try to ameliorate that by 
de-selecting all the u/c stuff when it's retracted.  I figured out the 
single-sided polys thing too:)

The vertex count is also increased by having to split all the surfaces to 
avoid the smoothing glitches - every adjacent pair of edges that have 
been split will have twice the number of vertices but until a better 
solution to the smoothing problem's found I can't see a good way around 
it.

The poly count is an issue I've thought about quite a lot but I don't 
think I can acheive the same level of detail and smoothness without using 
a lot of polys, and as far as sims are concerned there's an irreversable 
trend towards greater realism where that detail and smoothness is needed.

One aspect of the problem is that the renderer is polygon based - whatever 
gets rendered has to be converted to polys (triangles infact).  If it 
were possible to use a spline based renderer the models wouldn't need to 
be as complex, at least for smoothness reasons.

I'm not aware of any h/w based spline renderers although I believe they're 
being worked on.  Trim curves on a spline surface in h/w would be nice 
too - ideal for cutting out the windows:)

LeeE


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