map2dif: Adjacent, identically textured faces
by James "Nycto" Frasca · in Torque Game Engine · 04/11/2003 (11:20 am) · 2 replies
Ill start this off by saying that I am not a programmer. I am an artist. To me, map2dif is a mystery box. I stick in a quarter and out comes a prize. I couldn't tell you if a ritual sacrifice had to be made to get me that prize.
That said, I was looking at an interior I made in Render Mode number 10 (Show Triangle Strips) yesterday, trying to optimise the number of faces that were being rendered, when I had a thought. Why are adjacent faces that are in the same plane with the same texture settings split in to multiple faces? Isn't it a waste?
If you didn't understand that, let me give you an example. Go in to World Craft and create a cube. Compile that cube and you will see that it has 6 faces. Now go to your clipping tool and cut it right down the center, leaving both halves existing. That cube just jumped from 6 to 10 faces.
Is it a feasible solution for Map2dif to detect that two or more faces are essentially the same face and combine them when splitting them up in to triangles? Sure, this may take all the fun out of optimizing your buildings (note the sarcasm), but it seems to me that this could potentially save a lot of extra triangles from ever existing.
If it is possible, is anyone up for the job?
That said, I was looking at an interior I made in Render Mode number 10 (Show Triangle Strips) yesterday, trying to optimise the number of faces that were being rendered, when I had a thought. Why are adjacent faces that are in the same plane with the same texture settings split in to multiple faces? Isn't it a waste?
If you didn't understand that, let me give you an example. Go in to World Craft and create a cube. Compile that cube and you will see that it has 6 faces. Now go to your clipping tool and cut it right down the center, leaving both halves existing. That cube just jumped from 6 to 10 faces.
Is it a feasible solution for Map2dif to detect that two or more faces are essentially the same face and combine them when splitting them up in to triangles? Sure, this may take all the fun out of optimizing your buildings (note the sarcasm), but it seems to me that this could potentially save a lot of extra triangles from ever existing.
If it is possible, is anyone up for the job?
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