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
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|