Polygon Count

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
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THYN
Posts: 4
Joined: Sun May 16, 2010 11:03 pm

Polygon Count

Post by THYN »

Hello all,
I was wondering what irrlicht can handle as far as polygons are conserned. I would like to know what is/would be good for an FPS with Weapons, Characters, Levels, Misc.
Thanks,
-THYN
DtD
Posts: 264
Joined: Mon Aug 11, 2008 7:05 am
Location: Kansas
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Post by DtD »

The only limit is your realistically hardware.

I think there is a limit of 65536 verticies per mesh buffer with the 16-bit mesh buffers by default, but I am pretty sure you can make them 32-bit if needed or something. That might have only been older versions of Irrlicht so someone else can clarify me on that.
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Re: Polygon Count

Post by Virion »

THYN wrote:Hello all,
I was wondering what irrlicht can handle as far as polygons are conserned. I would like to know what is/would be good for an FPS with Weapons, Characters, Levels, Misc.
Thanks,
-THYN
you can use different types of cullings to optimize the scene.
fennec
Posts: 55
Joined: Fri Oct 10, 2008 7:23 am

Post by fennec »

Also, a high polycount shouldn't be a goal. Polycount != art quality.
THYN
Posts: 4
Joined: Sun May 16, 2010 11:03 pm

Post by THYN »

Thanks everyone !

@DtD - isn't 32-bit standard now?

@ Virion - What do you mean by culling?

@fennec - Yes, this is true, but if I could add more than 500 poly's for a gun and 2,000 poly's for a character, it would make it look a bit sharper.

EDIT: I am assuming that Irrlicht Supports Bump and Normal Maps correct? *Then I can just normal map weapons + characters and bump map some misc items*
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