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> ...until you walk past a light source. Ah, the wonders of per-polygon
> lighting calculations. :-P
I thought all games used per-pixel lighting now?
> I don't even want to *know* how much disk space that eats, do I?
I fired up Blender and applied sub-surface to the Monkey mesh to 6 levels
(it seems that's the maximum allowed). That gave me 2 million "faces" (4
million triangles I assume). I made a copy of it, so there were 8 million
triangles being displayed. Blender told me it was taking up 372 MB and I
could still navigate around the scene in real-time (maybe around 5 fps).
It seems the best nVidia cards (eg GTX 295) have a graphics bandwidth of
almost 20x what I have and 4x as much RAM, so I suspect you'd be able to
edit and work on well over 20 million triangles with no problem on a
high-spec machine.
> (Nor how long it took some poor soul to manually place 7.3 million
> triangles by hand...)
LOL, for the 5325th time, nobody manually places the triangles by hand, they
are calculated automatically by the computer using a subdivision algorithm.
Here is an example of the base mesh that was actually drawn by hand:
http://tinyurl.com/yavvpgx
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