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Basiror

Rendering static meshes (buildings): index sorting vs portaling

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Hi, I am working on a project with huge outdoor terrains, vegetation... and lots of static meshes such as buildings, sandbags. This is an idea I had to make use of the early z fail: I just wonder whether its worth to portal these buildings or if it would be just as efficient to create 6 index buffers, one for each direction (top, bottom, left, right, front, back) and choose one dependent on the forward vector of the camera I did calculate the overall memory consumption, it around 40-70 mb of data, although only a fraction of it is used each frame Did you every try this and can present some feedback about its performance impact? thx in advance

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I am just starting to work on a similar system, but haven't gotten that far yet. Here's my thoughts though:

If you trade memory for CPU time, you'll spend less CPU time and the game may run faster - unless, of course, you're already using quite a bit of RAM. A blend of both memory and CPU time often works best, unless one is limited by something else.

It also depends on the size of the buildings, and how many objects will lie behind them. If a portal or antiportal reduces the number of polygons rendered, AND it doesn't take a lot of CPU time to calculate, it's usually a good bet.

Let us know what you find when you're done!

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