Polygon count

Topics relating to Modeling with Reality Factory.
Post Reply
User avatar
Destron
Posts: 520
Joined: Thu Apr 19, 2007 7:30 pm

Polygon count

Post by Destron »

Hi all,

I'm currently modeling weapons for my game, and I was wondering:
Are non-visible "clipping" edges, verts, and faces part of the polygon count?
In my current gun model, I have a lot of intersecting objects. Just want to know if it doesn't matter or it's bad for my poly count.
User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

non visible sides are still rendered so they are part of the poly count. if the gun has no animation that exposes the non visible side you can delete the entire non visible side
Herp derp.
User avatar
Destron
Posts: 520
Joined: Thu Apr 19, 2007 7:30 pm

Post by Destron »

darksmaster923 wrote:if the gun has no animation that exposes the non visible side you can delete the entire non visible side
Yeah, I've heard of that. :)
thanks for teh info ^^
User avatar
Juutis
Posts: 1511
Joined: Thu Jan 12, 2006 12:46 pm
Location: Finland

Post by Juutis »

I'm not sure about this, but I think that backfaces (the backs of polygons) aren't rendered and they don't affect the framerate.
I'd like a verification from someone that knows better than me.
Pain is only psychological.
User avatar
zany_001
Posts: 1047
Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa

Post by zany_001 »

yes thats true,its called back face culling.I dont think any 3D game engine doesnt have that,because then everything would be rendered,so the entire map could only have 100000 or so polys.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

well that's true, they are not rendered, but they still have to be transformed by the graphics card/cpu, so you can see where the backside is and then you don't have to render the backside anymore. This gives a little speed benefit, because all the later thinghs like texture mapping, lighting etc. don't have to be done, but it's not like the polygon was never there.

It's always better to have unseen polygons cut away before they are even transformed. This can be done in any modelling prgram.

Normally, it wouldn't be such a big problem, because nowadays graphics cards are so ultra fast at transforming polygons, that they can transform (theorethically! also i said transform, and not render) hundreds of millions of polygons in one second (even the old geforce 2 comes to 20 millions). But with RF, this brings us nothing, because we don't have any hardware T&L (=Transform and Lighting, the name already says it), so the polys make more impact on the frame rate.

I think somebody here once said: The fastest polygons are the ones that don't exist.
Everyone can see the difficult, but only the wise can see the simple.
-----
User avatar
darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

ooh we should add that in the mystic game design proverbs.
Herp derp.
Post Reply