Mesh/Technical Overview: Difference between revisions
< Mesh
Gaia Clary (talk | contribs) No edit summary |
Gaia Clary (talk | contribs) No edit summary |
||
| Line 7: | Line 7: | ||
|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 | Note: the limitting values is the vertex count. The face count could be much bigger! | ||
|- | |- | ||
|Textures per Prim | |Textures per Prim | ||
Revision as of 06:52, 22 August 2012
| Fact Sheet | |
| Faces | 65536 vertices per LOD for each Prim.
Note: the limitting values is the vertex count. The face count could be 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