[sldev] Sculpties: Vacuum-Forming, Skittering, Zone Linking

Callum Lerwick seg at haxxed.com
Fri Sep 28 10:53:35 PDT 2007


On Fri, 2007-09-28 at 10:46 -0500, Dale Mahalko wrote:

> On 9/28/07, Kent Quirk (Q Linden) < q at lindenlab.com> wrote: 
>         The problem with your statement about having points
>         potentially very far
>         apart is that you never want really big triangles in your
>         rendering 
>         system. They tend to do nasty things with clipping, lighting
>         and the
>         like, so practically the "maximum" distance between points in
>         triangles
>         is pretty short.
>  
> In the event that a low-detail section of a sculptie surface is too
> large for easy clipping/rendering, you could allow for the client to
> subdivide very large surface into smaller,
> easier-to-process triangles.

Huh? How are small triangles "easier to process"? Smaller triangles =
more geometry to process = slow.

Unless your clipping is really broken anyway, large triangles should
work fine, and be faster.

The only possible problem with large triangles is making per-vertex
lighting artifacts more visible, which is SO last decade anyway. :)
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