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    Is there a optimal maximum mesh size in DX11? I've decided to add multiple data set capability to my planetary voxel library. This is a smooth voxel system using extended marching algorithms. It will allow for up to 8 different data sets using the same set of voxels. This is so I can support things like trees and buildings more easily using voxels+morphing+functions, instead of having to construct and load discrete assets, with their own LOD and so forth. As it stands I have chunks of voxels and each chunk typically generates a border and a center mesh so that the border can change to match neighboring chunks if they change. However now since I will support 8 data sets, It could generate a maximum of 16 meshes per voxel chunk. What I'm wondering is if there is a maximum optimal mesh size. I read years ago in some book that terrain mesh sizes should be a about 6K triangles max, but I'm sure things have changed since then. What I was thinking of doing is sill having just 2 meshes per chunk, and then adding an extra vertex parameter that tells the shaders which data set a vertex belongs to, so the right shader routine can be selected. This seems like it would generate a lot less draw calls at the expense of possibly very large meshes. Do large meshes really matter any more? I'm guessing having less calls is more important. https://ift.tt/eA8V8J

    I've decided to add multiple data set capability to my planetary voxel library. This is a smooth voxel system using extended marching algorithms. It will allow for up to 8 different data sets using the same set of voxels. This is so I can support things like trees and buildings more easily using voxels+morphing+functions, instead of having to construct and load discrete assets, with their own LOD and so forth. As it stands I have chunks of voxels and each chunk typically generates a border and a center mesh so that the border can change to match neighboring chunks if they change. However now since I will support 8 data sets, It could generate a maximum of 16 meshes per voxel chunk. What I'm wondering is if there is a maximum optimal mesh size. I read years ago in some book that terrain mesh sizes should be a about 6K triangles max, but I'm sure things have changed since then. What I was thinking of doing is sill having just 2 meshes per chunk, and then adding an extra vertex parameter that tells the shaders which data set a vertex belongs to, so the right shader routine can be selected. This seems like it would generate a lot less draw calls at the expense of possibly very large meshes. Do large meshes really matter any more? I'm guessing having less calls is more important.

    from GameDev.net https://ift.tt/2LriR50

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