[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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