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>>> Although I'd think lower resolution polygon meshes for 27 different
>>> games and benchmarks does not belong to "the set of all things that can
>>> fit into 20 KB". ;-)
>>
>> It doesn't need to store the lower resolution meshes. It just needs to
>> store the logic to do reverse-subdivision of the meshes.
>
> ...and as *I* said originally, "wouldn't that be drastically more work
> than just rendering the high resolution mesh?"
You only need to do it once though, not every frame.
> Mesh subdivision being an extremely hard problem, and all that...
Not hard at all (just creating new vertices with weighted proportions of
neighbours), nor is un-subdividing (just checking pairs of triangles that
are almost planar to be combined).
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