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.
Polygon count
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
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.
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.
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- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA