Ampere K. Hardraade wrote:

If I apply a single texture and a single UVW map across three objects, would the resulting performance be the same as splitting the texture into three parts and applying three UVW maps to each object?



Drawing 3 different textures requires 3 additional "state" changes in opengl. However, consider that (1) modern cards/drivers are extremely fast at doing state changes and you have to be pretty careless to start seeing an impact, and (2) you don't necessarily know the order that your objects are drawn in so it's possible that if other stuff is interleaved, you could already be doing state changes.


Of course, the real answer is that it all depends. :-) Is this an object that will be replicated 100's or thousands of times in a single scene? Are you making many 3-textured objects? It's often hard to discuss performance in generalities. Often you need to look at the specifics of each situation.

Regards,

Curt.

--
Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/
FlightGear Project http://www.flightgear.org
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