General > Discussion

Poly count

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xcom9:
I notice that the terrain and buildings in the tactical landscape are very low polygon count.   Maybe only 1000 polygons for entire map?   Is there anyway
plans in the future of raising this ... to like 10 times higher.   

Can the current code support it?   

UFOAI uses the Quake 2 engine basically right?

Mattn:
activate the cvar r_speeds to see the number of brushes and e.g go to the resort map.

ufo ai is based on the q2 engine, yes - but the renderer is based on q2w (which is in fact a rewrite of the q2 renderer that allows glsl and higher throughput)

H-Hour:
So, is there a rough r_speeds count we ought to be aiming for? Or is it always in flux? I think I read somewhere you (mattn) saying that there had been changes in the code allowing a lot more polys than in the past, but what's a general target? Obviously it would change for small, medium and large assemblies.

Mattn:
@H-Hour: I would say, don't care about the brushcount yet. As long as UFORadiant can render it, UFO should be able to render it, too ;) If we ever get a map that has too high brushcount we can still optimize it.

H-Hour:
@mattn: Thanks, good to know.

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