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Curious about something...

Started by RuneLancer Apr 19, 2006 at 12:39 AM 3 replies 650+ views
Original Post
RuneLancer
RuneLancer
I'm somewhat curious about this. Would having one big poly affect performance negatively? Assuming, for instance, I'm rendering a large static background image - should I break it up into a mesh of X by X quads instead of rendering a large full-screen quad?
Ademan555
Ademan555
Having a big poly could affect performance negatively, yes. It would eat up fill rate. However, breaking it up into sub meshes would only make things worse because not only would it eat up fill rate, but it would eat up extra vertex processing too. So my advice to you would simply be, use the big poly if you have to, but definitely DONT break it up into smaller quads. (There may be some optimizations I don't know of, that would tip the scales the other way, but i sincerely doubt it)

cheers
-Dan
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Falken42
Falken42
If you're planning to cover the entire screen, just use a single polygon. Fill rate for the entire screen is expensive, so if you plan to use transparency, only do blending where you absolutely need to.

Bear in mind that if you intend to also do lighting on it as well, four vertices won't give you a very nice effect. In that case you will have to split it up into multiple polygons to increase the detail of the lighting.
RuneLancer
RuneLancer
Well, here's what I'm doing: I'm using this big quad to render a background image. In fact I can have multiple "backgrounds" (such as a mesh of branches, vines, and leaves acting as a foreground in a forest setting, for instance, or multiple layers of clouds parallaxed together.)

Lighting isn't an issue - it's billboarded and I precalculate the colors to give all of my billboarded actors only once. It's essentially just one big textured billboarded quad.

I render it last, so I would guess the fill rate isn't TOO bad (the map already covers most of the screen) but if I can strip away some quads through an occlusion test, I'm not sure wether I'd see a performance boost or not.

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