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Re: trimesh particles demo, version 2

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: trimesh particles demo, version 2
From: Jeff Quan <jquan at mindspring dot com>
Date: Fri, 6 Oct 2006 10:17:51 -0700
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On Oct 5, 2006, at 11:15 PM, Frank Condello wrote:
On Oct 5, 2006, at 7:52 PM, Lars Jensen wrote:
Question: would it substantially improve performance if each particle
were only one triangle instead of two?

In Quesa's case fewer larger triangles would probably be better. Quesa does a per-triangle sort for transparent objects and renders using slow immediate mode vertex calls, so fewer triangles is almost always faster.

Well if that's the case...

Try a triangle with coordinates of
-1, -0.5, 0
0, 0.818, 0
1, -0.5, 0

The UV coordinates for the above vertices would be
0, 0
0.5, 1
1, 0

This should give a triangle that's centered.

Note that creating a texture that fits this triangle is not at all trivial to produce. Once the proportions for the texture is found, the texture's size would need to be basically doubled in order to get the equivalent resolution of a square particle.

I'd hazard a guess that performance won't jump substantially, if only because what Frank mentioned about Quesa. But the trick with particles is not to necessarily spawn a ton, just look like you did :)

==
Jeff Quan
jquan at mindspring dot com
http://www.jcquan.com/JQportfolio


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