Dave Martin wrote:
On Friday 31 Dec 2004 15:27, Martin Spott wrote:
Dave Martin wrote:
On Friday 31 Dec 2004 14:13, Martin Spott wrote:
I believe there are platforms out in the wild, even not that up toWe shall see ;-)
date, that won't be hit that much by ploygon count .... I myself would
love to try it out in order to see how much the polygon count has
influence on the frame rate.
The old SGI MGRAS boards (first seen in the mid nineties, I think) are told to draw almost two million shaded triangles per second just in hardware, I presume they'll cope with a few more polygons. Heavy use of high resolution textures is a different story ....
Martin.
I heard somewhere that plib can automatically convert textures which are too large for a given video card. Is this the case?
Yes, I believe that is true, although it was always the old voodoo cards that had the 256x256 max texture resolution limits. Most cards these days can handle much larger textures. But do the math xres * yres * 3 (for rgb) or 4 (for rgba) and you quickly realize you can't use too many of these big textures.
Curt.
--
Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/
FlightGear Project http://www.flightgear.org
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
_______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d