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> > yes, faster to render but not faster to parse
> Well faster overall anyway...
yes, I agree
> > and I know that it should be faster, but how
> > interpolate sphere_sweeps to mesh ?
> >
> The question here is of course: do you really need the kind of detail
a
> sphere_sweep would produce? Unless you want to look at your hair from
> very near, you'd be better off with a simple mesh...
but if I want build universal macro not for single use ?
I want create looking good hairs from near and from far distance
I can code this with some "level of details" but what about animations ?
zoomed face has from far mesh and from near sphere_sweeps ?
what about distortion during changing of LOD ?
sphere_sweeps has bounding therefore outside head area they
are rather fast I think
and I think that it needs less memory
each sphere_sweep need 4 centers and 4 radius
(catmull or b-spline) - 4x3+4=16 float values for one hair
mesh ? I think that I need at least 6 smooth_triangles
with coordinates and normals to simulate one hair
it means 6x(3+3)x3=108 float values
at my posted image I use over 25000 hairs
ABX
p.s. I'am not sure in my calculations, I don't know
what exactly sphsweep.c and mesh.c put in memory
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