BlackSoftware

06-03-2003, 10:05 AM

I'm trying to design a rendering technique which will render close to the same number of polygons all the time (for more predictable performance and visual consistancy). in other words, the number of polygons to be drawn for any particular object/heirarchy is determined soley by it's distance from the viewer.

there are 2 ways I have thought about doing this.

one way is to pre-calculate a large set of vertecies for every object and keep them stored.

the way I plan on implementing it is to hardcode almost no vertecies and have every model built from primitives defined by equations. the number of iterations spent on each equation/polyhedron is relitive to the distance from the viewer.

I've seen the polygon subdivision in OGRE but has anyone seen it implemented in a global model?

[This message has been edited by BlackSoftware (edited 06-03-2003).]

there are 2 ways I have thought about doing this.

one way is to pre-calculate a large set of vertecies for every object and keep them stored.

the way I plan on implementing it is to hardcode almost no vertecies and have every model built from primitives defined by equations. the number of iterations spent on each equation/polyhedron is relitive to the distance from the viewer.

I've seen the polygon subdivision in OGRE but has anyone seen it implemented in a global model?

[This message has been edited by BlackSoftware (edited 06-03-2003).]