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
Polygon Count
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.
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.
Re: Polygon Count
you can use different types of cullings to optimize the scene.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
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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*
@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*