3 ms·
By this argument you should higher performance from higher-poly models... which clearly isn't the case?
by chrisseaton 5y ago
By this argument you should higher performance from higher-poly models... which clearly isn't the case?
- quadcore 5y agoOh, let me clear that for you. The trick discussed here is that you can draw a sprite (a quad) using one large triangle. The sprite is just inside it but the triangle has quite some "wasted" surface.
- chrisseaton 5y agoRight, so if you're rendering a sphere, it'd make sense to use lots of triangles to get a smoother surface and less overdraw in order to render more quickly, but that doesn't seem to be the case in reality as people use lower-poly meshes (with more overdraw) if they want it to be quicker.
- quadcore 5y agoWell there is a specific tradeoff involved in this particular case, i.e. one more processed vertex versus something like +100% added surface, if my triangle maths are still what they were.