Skinned Progressive Mesh
Is there some kind of way to use Skinned and Progressive mesh ? With D3DX ? Tutorials ? Code Samples ?
Thank you!
JesterX
You could use a skinned mesh, update to a regular mesh, than use that regular mesh to calculate a progressive mesh. Kind of time consuming, however.
Jim Adams
home.att.net/~rpgbook
Author, Programming Role-Playing Games with DirectX
Jim Adams
home.att.net/~rpgbook
Author, Programming Role-Playing Games with DirectX
Of course, if i want to use these meshes, is for gaining some rendering time by simplifying them when they are far away...
Lets suppose my skinned mesh is about 5000 triangles, will it be faster to simplify it when it is far away and then rendering it ... or will it be faster if i render the whole thing ?
The minimum target for this will be like a TNT2 card on a Celeron 733...
Thank you!
Michel Racicot
Lets suppose my skinned mesh is about 5000 triangles, will it be faster to simplify it when it is far away and then rendering it ... or will it be faster if i render the whole thing ?
The minimum target for this will be like a TNT2 card on a Celeron 733...
Thank you!
Michel Racicot
Hey, I''m asking the same question here in this forum, but nobody replies..
I really like to know if one can do this..
I really like to know if one can do this..
You might want to consider using LOD meshes. These work by creating a couple different versions of the mesh. Before rendering, determine the distance from the viewpoint and pick which mesh to render.
Jim Adams
home.att.net/~rpgbook
Author, Programming Role-Playing Games with DirectX
Jim Adams
home.att.net/~rpgbook
Author, Programming Role-Playing Games with DirectX
This topic is closed to new replies.
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