Advertisement Jump to content


This topic is now archived and is closed to further replies.


Optimising low-detail meshes

This topic is 5658 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Howdy, I have a whole bunch of very low detail models (grass, trees, rocks, flowers, etc.) and I''m trying to find the fastest way to render them en masse. The problem is that I am in a cyclic logic loop. 1) Low polygon models allow me to render more objects, so the lower the detail the better. I have trees in 20 polygons, flowers in two, etc. 2) You have to keep your calls to drawprimative to a minimum, trying to batch ~2000 polygons in a call. I assume that the drawsubset command is equivalent to the drawprimative, so if I have 200 flowers (of 2 polys each), I''ve got effectively 200 draw primatives, but only 400 polys... a very bad ratio. 3) If I try to merge all of the scenery objects into a single VB, I use up more memory which is bad, plus I have to transform every vertex and recreate the VB every time an object moves. Anyone have any ideas? It would be great if I could somehow merge all of the low-detail objects in a frame and send them as a single draw command, but there doesn''t seem to be a way to do this without chewing up processor and memory speeds.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!