Double sided lighting performance?

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Simon Mills (simon++at++wgs.estec.esa.nl)
Wed, 02 Dec 1998 08:46:04 +0100


Hello all,

I have a modelling question here. I'm modelling lots of girder like
structures as simple boxes with intensity-alpha textures to give the
fine detail. To be able to see the interior of the girders I can do two
things:

1. Turn off backface culling only for those polygons (I also have plenty
of normal polygons) and enable double sided lighting (i.e.
pfLightModel::setTwoSide) for the whole scene (not default so I guess
this incurs a performance penalty?).

2. Duplicate and reverse all those polygons and leave the
lighting/culling defaults as they are. This increases the total polygon
count but leaves drawing modes alone.

Does anyone know which is the most efficient method? Or is it more one
of those "it depends.." type questions? It appears that the graphics
pipes are optimized for method #2 although at first sight method #1
should be faster.

I'm modelling with Multigen II Pro with Performer 2.2 on Onyx RE2 and
Octane.

Any suggestions?
Simon
________________________________________________________________________

Simon C. Mills
Modelling & Simulation Section (TOS-EMM) Tel: +31 (0)71 565 3725
European Space Agency (ESA/ESTEC) Fax: +31 (0)71 565 5419
Postbus 299, 2200AG Noordwijk e-mail: simon++at++wgs.estec.esa.nl
The Netherlands http://www.estec.esa.nl/wmwww/EMM
________________________________________________________________________


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