Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Efficient Object Modelling Date: Wed, 17 Feb 1999 21:22:47 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 38 Message-ID: <36CB3327.EC24F6C3@hinge.mistral.co.uk> References: <7a3ea7$7op10@chuka.playstation.co.uk> <36CAFA60.C0A88FC8@ndirect.co.uk> NNTP-Posting-Host: d1-s46-78-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en Alex Herbert wrote: > I'm also using 3D Studio MAX, and I agree. Ditto. > The resolution doesn't really make that much difference. The CPU/GTE seems to Res. only makes a difference if you're using a lot of textures and a lot of depth to your models (memory bandwith to the video starts to run out). > be the bottle neck, and the libs don't help. The GPU can usually draw quicker > than the CPU/GTE can calculate. Use quads wherever you can and don't go OTT > with the lighting. Remember, GsSortObject4() has to recalculate all the > vertices and normals which are used in a poly, for each poly drawn. So, a quad Not quite - normals are pre-calculated and it's only a single matrix multiply to rotate them (a bit quicker than doing a real product for the normal vector). You can speed it up a bit by using static lit polys for your world (looks the same, doesn't require the normal calculation), and avoiding having polys that go partially off the top or left of the screen (the clip to top-left is pig slow on GPU). > Oh, and make sure your textures fit nicely in the GPU cache, otherwise you'll > be wondering if someone installed Windows on your PS while you weren't looking! he he he > Herbs Craig.