Path: chuka.playstation.co.uk!scea!wal From: wal@blarg.net (wayne a. lee) Newsgroups: scea.yaroze.programming.3d_graphics Subject: Polygon subdivision Date: Fri, 24 Apr 1998 13:58:42 -0700 Organization: SCEA News Server Lines: 18 Message-ID: NNTP-Posting-Host: dnai-207-181-237-139.dialup.dnai.com Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Yet Another NewsWatcher 2.4.0 I've been playing with object subdivision (the attribute field of GsDOBJ2). In my project, for my models, it turns out that using a subdivision of GsDIV2 (4x4) is a good balance between texture distortion and speed. Then I thought that things might go faster if I pre-subdivided the models myself, in the modeller, and not use any runtime object subdivision, thinking I would save on the calculation time. However, when I tried this, my demo ran *slower*, up to 60% slower, depending! I confirmed that the same number of polygons were being drawn to the screen in both cases. I'm wondering if this is cache-related? My models (unsubdivided) are *very* simple, basically one to 16 quads with different textures. The presubdivided ones are much bigger (16x more polygons). -- wayne a. lee