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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?
Apparently HL2 doesn't. (They've upgraded the Source engine several
times since then, so maybe it does now. I doubt it.)
>> I don't even want to *know* how much disk space that eats, do I?
>
> Blender told me it was taking up 372 MB
Ouch. That's a hell of a lot of space for one single model. God only
knows what an entire scene from something like Cars takes...
> 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.
I have a GTX 280. It tells me it has several hundred cores. This makes
me very happy. (It does not, however, make Crysis run smoothly...)
>> (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
That still looks impossibly complex to draw by hand.
Look at the belt. It's circular. Ever tried drawing a circle using
pencil and paper? (Hint: It's physically impossible.) Sure, you can move
the verticies around after you've drawn them. But it would still be
hopelessly hard to arrange 80 points into a near-perfect curve like
that. And that's just making the outline; next you have to somehow model
the height of the belt, not to mention its thickness. Impossibility upon
impossibility.
Also... no triangles. Only quadrilaterals, as far as I can tell.
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