Yeah thats what im trying to decide on, im not sure if when static meshes with 
multiple skins are compiled, they still reference the other skins in some way 
thus increasing draw calls, or if once compiled, the other skins are completely 
ignored, reducing drawcalls. Im probably going to do a test today to see what 
impact it has on performance.



----- Original Message ----
From: Minh Le <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
Sent: Sunday, 19 October, 2008 14:24:15
Subject: Re: [hlcoders] Static prop skins = more draw calls?

    That's a good question. I actually benchmarked something similar. I 
wondered whether it would be cheaper to combine textures of different 
objects, into one big ass texture instead of having several smaller ones.
    Upon observation of FPS changes , it seemed that it was in fact 
cheaper to combine the textures of 16 prop models, (each of which had 
256x256 texture) into a 1024x1024 texture. I think I recall seeing a 20% 
performance increase when I filled a room up with a hundred of these 
objects.

    Hmmm.. but I guess that doesn't answer your question of having 
multiple skins.. :(

Robert Briscoe wrote:
> Hi guys,
>  
> I've been building some props recently which have a variety of multiple 
> skins, such as barrels with different colours and trees with different 
> foliage etc. But I'm concerned as to how Source handles props with multiple 
> skins, If I have a prop with 5 skins, will that mean, in turn, that the prop 
> will also have 5 draw calls (one for each skin)? Im wondering which is the 
> optimal way to approach it, either five different props or one object with 5 
> different skins...
>  
> Thanks!
>  
> Robert Briscoe
>
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