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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
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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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