Reducing part complexity
2013-01-02, 18:50 (This post was last modified: 2013-01-22, 2:46 by Travis Cobbs.)
2013-01-02, 18:50 (This post was last modified: 2013-01-22, 2:46 by Travis Cobbs.)
hey all,
now that I have a working JavaScript .dat to .obj converter for using LEGO parts in a WebGL context, I was wondering whether anyone had already tried implementing a complexity reduction algorithm for parts meshes.
At several thousand vertices per part, some of these parts might be better rendered as reduced meshes with some bump/texture mapping that fakes some of the more intricate details (like teeth on cogs, or profile on an axle joiner), not to mention help load larger models, as WebGL only allows ~65k vertices per scene.
Has anyone experimented with this yet?
- Mike
now that I have a working JavaScript .dat to .obj converter for using LEGO parts in a WebGL context, I was wondering whether anyone had already tried implementing a complexity reduction algorithm for parts meshes.
At several thousand vertices per part, some of these parts might be better rendered as reduced meshes with some bump/texture mapping that fakes some of the more intricate details (like teeth on cogs, or profile on an axle joiner), not to mention help load larger models, as WebGL only allows ~65k vertices per scene.
Has anyone experimented with this yet?
- Mike