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I'm trying to create as large a mesh as possible with my available
memory. I have questions about what may help.
I know that making copies of a mesh will help. Will it also help to
separate meshes by texture, giving each mesh a single texture rather
than using texture lists and indices?
I'm pretty sure that this should help, but I'd like to make sure anyway.
I need the back faces of my objects to be present for shadowing, but I
assume that making the back faces out of all flat triangles will also
save some memory.
Basically, what I'm not sure about is whether POV-Ray stores all of this
information whether it is defined or not. Does POV-Ray have a dummy
uv-vector, normal-vector, etc. stored for each vertex?
Any other memory-saving ideas appreciated.
-Shay
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