> - There's really no need for aggressive adding and
removing of groups of
> off-screen models since SW3D culls off-screen models
fairly well.
True, but culling sometimes depends on the application.
I wanted no pop-up in shell at all (I managed that 99.9% of
the time -
naturally the few errors I missed annoy the hell out of
me!), but could
never have the game running without culling of some
description - the game
world plus the other required models is around 35k
polygons.
I think I mentioned in a previous post though that that
process was too time
/ labour intensive and I'm seeking to do a bigger area, with
lower polygon
density and let Director have more of a hand in what gets
culled this time
around.
> - LOD seems to help with high polygon non-animated
models. But on animated
> models even with aggressive LOD'ing you won't see much
of a noticeable
> gain in performance. You're far better off removing the
bonesplayer
> modifier on distance models.
I'll definately be bearing this stuff in mind in future,
cheers guys for
reminding me there's still plenty to learn
Barry
gerbil theburrow.co.uk
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