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Optimizing by selected removal of triangles

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I don''t know if this idea is parctical but... Could you calculate the dotproducts of triangle and simplify areas that are facing the cameras while keeping edges complex since sometimes the only difference between a low poly model and a hi poly model is their edges. Would this be to slow on the cpu, could you do it on a vertex shader?

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The cpu time needed and then sending the data back to the video card is far too much, and you can''t just drop vertices in a vertex shader and still keep the same shape. It''s faster just to render some extra faces (fill rate is usually what kills you).

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