Author Topic: Large Scale Optical Resonators  (Read 4185 times)

Offline Fenrisul

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Large Scale Optical Resonators
« on: July 15, 2006, 11:55:03 AM »

Offline Sl0vi

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Large Scale Optical Resonators
« Reply #1 on: July 16, 2006, 06:50:19 PM »
Your lynx model is very good, it definetly reminds me of the ones in OP2. The turret looks good too, can't really think of anything negative to say about it right now, so it's definetly a good model. :)
!!!YAY!!!

Offline Tramis

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Large Scale Optical Resonators
« Reply #2 on: July 20, 2006, 02:37:54 AM »
It looks great, but the polygon count on that thing has gotta be thru the roof.

Offline Fenrisul

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Large Scale Optical Resonators
« Reply #3 on: July 20, 2006, 09:57:01 AM »


997 poly (triangle),  pretty much split evenly for the body and the turret itself.  when using a vertex shader system to clone geometry,  i can instance the base chassis object without instancing the mesh by just reading the buffer so basically I only have to load it once and the rest is handled on GPU.  Also;  LOD is applicable (Level of detail) so when you're zoomed out i'll use a lower poly mesh if necessary;  as well as a generic "Max LOD level option"
« Last Edit: July 20, 2006, 09:57:10 AM by Fenrisul »

Offline Arklon

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Large Scale Optical Resonators
« Reply #4 on: July 20, 2006, 01:48:15 PM »
Yeah, now go program something into the rendering engine that dynamically optimizes distant meshes. If you can make it actually have a net benefit to FPS.

Offline Betaray

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Large Scale Optical Resonators
« Reply #5 on: July 20, 2006, 02:21:02 PM »
so how many different levels of polys are you going to be useing?

cause I hate to see "texture pop" where its low than all of a sudden its high
I am the nincompoop, I eat atomic bombs for breakfest, fusion bombs for lunch, and anti-matter bombs for dinner

I just hope they don't explode