Outpost Universe Forums

Projects & Development => Outpost: Tactical Frontier => Inactive Projects => GORF => Media => Topic started by: Fenrisul on July 15, 2006, 11:55:03 AM

Title: Large Scale Optical Resonators
Post by: Fenrisul on July 15, 2006, 11:55:03 AM
1024x768 JPG
Large Scale Optical Resonators (http://www.razaelstree.com/images/laserlynx.jpg)
(http://www.razaelstree.com/images/laserlynxT.jpg)
Title: Large Scale Optical Resonators
Post by: Sl0vi 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. :)
Title: Large Scale Optical Resonators
Post by: Tramis on July 20, 2006, 02:37:54 AM
It looks great, but the polygon count on that thing has gotta be thru the roof.
Title: Large Scale Optical Resonators
Post by: Fenrisul on July 20, 2006, 09:57:01 AM
(http://www.razaelstree.com/images/lynxpoly.jpg)

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"
Title: Large Scale Optical Resonators
Post by: Arklon 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.
Title: Large Scale Optical Resonators
Post by: Betaray 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