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NEW GAME! Moto-XXX NIRVANA – Attention Developers!

Started by AMA_King, December 12, 2004, 02:08:39 PM

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AMA_DirtTwister

Seeing or not seeing the triangles is really an issue with the renderer.  A CLOD (Continuous Level Of Detail) type of algorithm will reduce the number of triangles used in the distance and actually increase the number in the area viewed up close.   

Just use the wireframe mode in MCM 1 (shift-F7 I think).  You will see that there are more visible triangles up close than there is in the dispmap.

I think MTX just displays what there is and doesn't add any.

Bruce
AMA_DirtTwister - http://dirttwister.com

cR

Well the more polygons uses the smoother it looks... and with meshes like MTX it would be very hard to make that CLOD since you probably would have to have multiple optimized objects and optimizing requires remapping to... for a plane it's alot easier since it just uses 1 square texture that fits to a square plane... and it could just decrease the amount of segments the further it is away... well it probably is alot harder to code then talking about it lol

VMX_krazyman821

Realistic bike physics,turning,rider movemement...etc... No more being able to jump a whole map,and everything everyone has stated so far.
MCM & MVA Trackmaker Expert
          - Noel- :)


AMA_DirtTwister

CR, that's not really how it works.  What you are calling a plane is a mesh.  The renderer will remove and add vertices as required.  The textures are dynamically applied using tessellation.

MTX could do the same as MCM 2 with the meshes they have.  They chose not to.

Bruce
AMA_DirtTwister - http://dirttwister.com

cR

I saw it more like the Optimize modifier in 3D Max, it works great on a dispmapped 'plane' mesh, but no so well on more complex meshes... and it removes all UVW's... but well :P a game ain't the same as 3D Max  :P

AMA_King