Subject:
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Re: Seemingly insane poly counts in official games - how?
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Newsgroups:
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lugnet.cad
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Date:
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Wed, 22 Jun 2005 16:54:48 GMT
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Viewed:
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1867 times
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In lugnet.cad, Tim McSweeney wrote:
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In theory it should be possible (although not necessarily easy) to do some of
this automatically for Ldraw models.
In practice however the hairiness of the Ldraw dataset (BFC issues and the
fact that parts werent authored with this sort of brutality in mind) make it
much more difficult than it should be.
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One way to do this would be project rays through a model, selecting rays with
random angles. Keep track of which polygons in the model initially (and
finally) intersect the ray -- these polygons are visible. Repeat this process
for enough rays, and youll have a (fairly accurate) list of visible polygons.
All other polygons arent visible and can be eliminated.
This process probably wouldnt be fast enough for interactive programs -- but
preprocessing a fixed-model for use in a game would be very do-able.
Steve
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Message has 1 Reply: | | Re: Seemingly insane poly counts in official games - how?
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| (...) Yeah, I considered that, The other way I thought of doing it is to create some sort of projection volume for each tri (Basically the halfspace stretching from the front face of the tri out to infinity), then clip that by the other tri's in the (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
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Message is in Reply To:
| | Re: Seemingly insane poly counts in official games - how?
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| (...) I'm guessing it is because each in game object is a single instanced mesh that has been severely optimised rather than a collection of individual part and subpart meshes that are all being drawn regardless of whether they are visible or not (...) (19 years ago, 22-Jun-05, to lugnet.cad, FTX)
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