Parsable Meta-Data for High-detail vs. Low-detail parts and primitives


Re: Parsable Meta-Data for High-detail vs. Low-detail parts and primitives
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I think at this scale, you need to start looking at removing geometry programmatically. For example, if you have a brick that is part of a wall that is covered both on top and bottom, you can remove all studs and bottomside detail, and even close up, it will still look right.

After all, isn't this why we have BFC? If the camera is looking at the "back side" of some primitive/reference, why draw it? I think you're better off writing algorithms that detect whether or not something can be seen and if so, which side, and then drawing/not drawing based on that. You're absolutely right that you're going to end up with a lot of unneeded/unseen geometry in really any size file, and rendering it is pointless/a waste of resources. Even with just a single part, at any given time, only half (at most) of it's geometry is visible. Writing algorithms to cull this unseen geometry is (I believe) going to be key to solving your performance issues.
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Re: Parsable Meta-Data for High-detail vs. Low-detail parts and primitives - by Jude Parrill - 2013-08-19, 7:12

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