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I already have lots of documentation on the subject and I don't quite
agree with you. It is true that hardware is better (and getting even
better) today, but optimisation will always be necessary.
The other reason this algorythm will be necessary is that by reducing
the number of triangles used to display the same scene, i can actually
increase the quality of the scene, thus increasing the number of
triangles up to what my hardware (new or old) can support.
Simon
scott wrote:
>> If you're interested, let me know, if now, let me go on to my next
>>project, which is to create a super efficient algorythm for displaying
>>height fields in opengl (can effectively be used in povray to reduce
>>triangle count in mesh), using various algorythm such as dynamic LOD
>>(Level of Detail), etc...
>>
>>
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>Google for "ROAM". Note that because 3D cards a so fast now, in some
>instances it's actually faster to just give the 3D card all the triangles
>rather than trying to use some clever adaptive method.
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