Face select/twoside problems
Moderators: jesterKing, stiv
Face select/twoside problems
ok, is there a way to apply the twoside property to multiple faces at one time? and does the twoside property slow down live3d
in opengl you can turn on/off twosided drawing as well as specify which side is the side to be drawn [by clockwise or counterclockwise verts on the screen]halibut wrote:Afaik, this is how all realtime rendering works. Double sided faces only exist if two faces are defined (I am thinking vrml here).joeri wrote:2 sided faces slowdown the realtime engine.
I even think it's converted to 2 single sided faces !!!
however, the driver can implement it any way it wants
So, will a 2 sided mesh take around twice as long to render as its single sided equivalent or not?z3r0_d wrote:in opengl you can turn on/off twosided drawing as well as specify which side is the side to be drawn [by clockwise or counterclockwise verts on the screen]halibut wrote:Afaik, this is how all realtime rendering works. Double sided faces only exist if two faces are defined (I am thinking vrml here).joeri wrote:2 sided faces slowdown the realtime engine.
I even think it's converted to 2 single sided faces !!!
however, the driver can implement it any way it wants
depends how much wasn't drawn by the single sided equlivent, and a bunch of stuff relating to the graphics cardhalibut wrote:So, will a 2 sided mesh take around twice as long to render as its single sided equivalent or not?z3r0_d wrote:in opengl you can turn on/off twosided drawing as well as specify which side is the side to be drawn [by clockwise or counterclockwise verts on the screen]halibut wrote: Afaik, this is how all realtime rendering works. Double sided faces only exist if two faces are defined (I am thinking vrml here).
however, the driver can implement it any way it wants
so, the answer is it can be, but it will not always be signifcant
There is no way to look at both sides of a triangle. So the onscreen drawing speed will stay the same. But... for all the logic it's an extra triangle, so determing if it should be draw will take time, if it's a colidable plane then it will eat time in the colision detection module. etc.halibut wrote:So, will a 2 sided mesh take around twice as long to render as its single sided equivalent or not?z3r0_d wrote:in opengl you can turn on/off twosided drawing as well as specify which side is the side to be drawn [by clockwise or counterclockwise verts on the screen]halibut wrote: Afaik, this is how all realtime rendering works. Double sided faces only exist if two faces are defined (I am thinking vrml here).
however, the driver can implement it any way it wants
I can understand that.theeth wrote:I won't touch C++ code unless I'm forced too, so I'll pass.
Martin
I made a little pacman game in blender. Should work, how hard can that be?
Have some pills with a near sensor and if pacman is near the pill dies and adds a point.
Only it was very very slow.
How long can a manhatan test take? it's only 144 pills.
Turns out the near sensor is implemented as a collision in solid with a sphere of a given near size. Logical? sure, it's beautiful code, who cares about performance?
" would only be logical don't you think? "
Right. That's what you'd think. But that has nothing to do with how it's done.
