  | | | Dir3d-l Digest, Vol 8, Issue 2 | Dir3d-l Digest, Vol 8, Issue 2 2004-01-04 - By dir3d-l-request@(protected)
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Today's Topics:
1. beagle-2 (See http://gle-2.ora-code.com) (Taumel) 2. Modeling Question... (Clint Little) 3. Re: Modeling Question... (Lucas Meijer) 4. Re: Modeling Question... (Roger Jones) 5. Re: Modeling Question... (Lucas Meijer)
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Message: 1 Date: Sat, 3 Jan 2004 19:24:05 +0100 From: "Taumel" <taumel@(protected)> Subject: [Dir3d-l] beagle-2 (See http://gle-2.ora-code.com) To: <dir3d-l@(protected)> Message-ID: <001901c3d226$c761ee20$3a8efea9@(protected)> Content-Type: text/plain; charset="iso-8859 (See http://iso-8859.ora-code.com)-1"
Hi,
as i had some time to clean up my harddrive i also stumbled over some landscape -sources. And because i've read a sad report about beagle-2 (See http://gle-2.ora-code.com) just before, i played around with it a little bit. This is what came out, not optimized in any way but it satisfied my mood anyway: www.marune.de/taumel/mars
Greetings,
taumel -- ---- ------ next part -- ---- ------ An HTML attachment was scrubbed... URL: http://nuttybar.drama.uga.edu/pipermail/dir3d-l/attachments/20040103 /e0c1c96c/attachment-0001 (See http://ent-0001.ora-code.com).htm
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Message: 2 Date: Sat, 3 Jan 2004 16:06:30 -0500 From: "Clint Little" <clittle@(protected)> Subject: [Dir3d-l] Modeling Question... To: <dir3d-l@(protected)> Message-ID: <200401032106.i03L6UAb009082@(protected)> Content-Type: text/plain; charset="us-ascii"
I was just messing around with Max and stuff and started thinking about modeling for Dir 3D and the performance... So with that said, is it better from a texture standpoint to have a model that has more textures that are small or less textures that are large.
Any thoughts or other recommendations?
Thanks,
-- Clint
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Message: 3 Date: Sun, 04 Jan 2004 02:14:21 +0100 From: Lucas Meijer <lucas@(protected)> Subject: Re: [Dir3d-l] Modeling Question... To: dir3d-l@(protected) Message-ID: <3FF768ED.60408@(protected)> Content-Type: text/plain; charset=us-ascii; format=flowed
> I was just messing around with Max and stuff and started thinking about > modeling for Dir 3D and the performance... So with that said, is it better > from a texture standpoint to have a model that has more textures that are > small or less textures that are large. > > Any thoughts or other recommendations?
less textures that are large. sw3d has a relativly large penalty for each mesh being drawn. for each different texture in max, the exporter creates a different shader in the w3d file. the model is split up in 1 mesh per shader.. so 4 textures gives you a 4 mesh model, which has 4 times this relatibly large speed hit.
As a rule of thumb, always make sure you have as little meshes per model as possible, and as little models as possible. (group in max when you can)
Bye, Lucas
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Message: 4 Date: Sat, 3 Jan 2004 18:06:17 -0800 From: Roger Jones <roger@(protected)> Subject: Re: [Dir3d-l] Modeling Question... To: dir3d-l@(protected) Message-ID: <952D155A-3E5A-11D8-A9C4-000393C60948@(protected)> Content-Type: text/plain; charset=US-ASCII; format=flowed
On Jan 3, 2004, at 5:14 PM, Lucas Meijer wrote:
> less textures that are large. sw3d has a relativly large penalty for > each mesh being drawn. for each different texture in max, the exporter > creates a different shader in the w3d file. the model is split up in 1 > mesh per shader.. so 4 textures gives you a 4 mesh model, which has 4 > times this relatibly large speed hit.
Are multi sub objects split into different meshes or do they avoid the speed hit?
R
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Message: 5 Date: Sun, 04 Jan 2004 12:11:46 +0100 From: Lucas Meijer <lucas@(protected)> Subject: Re: [Dir3d-l] Modeling Question... To: dir3d-l@(protected) Message-ID: <3FF7F4F2.3080503@(protected)> Content-Type: text/plain; charset=us-ascii; format=flowed
> On Jan 3, 2004, at 5:14 PM, Lucas Meijer wrote: > >> less textures that are large. sw3d has a relativly large penalty for >> each mesh being drawn. for each different texture in max, the exporter >> creates a different shader in the w3d file. the model is split up in 1 >> mesh per shader.. so 4 textures gives you a 4 mesh model, which has 4 >> times this relatibly large speed hit. > > Are multi sub objects split into different meshes or do they avoid the > speed hit?
A max object that has a multisub object material attached, with say 3 submaterials, will get exported to a model, that has a modelresource with 3 seperate meshes. the model will have a shaderlist with a length of 3..
Whenever possible try to stuff as much texturedata into one texture. This isn't really an option if you're tiling, but for instance for a character, don't have a seperate map for the head, body, pants, put all of them into one texturemap, so you can get a 1 mesh modelresource in director.
Bye, Lucas
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End of Dir3d-l Digest, Vol 8, Issue 2 *************************************
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