Difference between revisions of "Mesh/Technical Overview"
< Mesh
Jump to navigation
Jump to search
Rand Linden (talk | contribs) |
Gaia Clary (talk | contribs) |
||
Line 6: | Line 6: | ||
|- | |- | ||
|width=150|Faces | |width=150|Faces | ||
|65536 vertices per LOD for each Prim | |65536 vertices per LOD for each Prim. | ||
Note: the limitting values is the vertex count. The face count may be actually much bigger! | |||
|- | |- | ||
|Textures per Prim | |Textures per Prim |
Revision as of 06:51, 22 August 2012
Fact Sheet | |
Faces | 65536 vertices per LOD for each Prim.
Note: the limitting values is the vertex count. The face count may be actually much bigger! |
Textures per Prim | up to 8 texture faces per Prim |
Textures per (model) face |
1 |
Materials per Prim | Materials are currently synonym for texture faces |
Objects per Upload |
|
Alpha-textures | yes, but take care of the Alpha Sorting issue returning back on meshes.In general alpha textures currently create a mess. However there are some exceptions where they work well. |
Normal-textures | Not in first release |
Specularity-textures | Not in first release |
Environmap-textures | Not in first release |
Custom Pivot | (Change the center of a mesh): Not supported in first release |
Mesh without physics | not supported (every Object needs a physics definition). Best approach: Use simple physics meshes (A single triangle will do when you are sure that your mesh realy never needs physics) |
Technical overview should include:
- Summary of how mesh works
- Summary of toolchain
- Differences between existing prim system and mesh