|
|
Ken <tyl### [at] pacbellnet> wrote ...
>
> Even assuming that he is using the internal funtion would it not be safe
to
> assume that if you specify a seperate color for each corner of a triangle
that
> you would still comsume considerably larger amounts of memory than if you
> were to texture the mesh seperately ? Seems to me like this feature would
> require quite a few memory pointers to the color locations.
The smooth_color_triangle patch uses a single color value for each point.
Let's see here, I think there's 4*5=20 bytes per color, 8*3=24 bytes per
vertex, 8*3=24 bytes per normal, 4 bytes per texture pointer, and 4 bytes
per integer index. So, if you have unique 1,000 vertices making up maybe
800 triangles, you would have:
colors + vertices + normals +
indices for all three + pointers for textures
20,000+24,000+24,000+3,200*3+3,200=80,800 bytes
Without colors, you'd get
24,000+24,000+3,200*2+3,200=57,600 bytes
So, the colors make up less than a third of the data. I have oversimplified
this, but the general idea is correct.
-Nathan
Post a reply to this message
|
|