Unnecessary edges/vertices/faces?
Loey
Join Date: 2009-10-31 Member: 69187Members
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Reference the red circles in the picture highlighting vertices and edges, is it fine to leave these here or will they eventually effect performance because they've split what could have been single faces into 3 faces?
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In this picture, ive removed the edges but left the vertices. The walls, floor and ceiling are all 1 face now, but they are made up of more than 4 edges. Once again will this have any effect on performance?
Personally i remove all the edges, vertices and faces i can however i'm interested in what everyone else is doing.
Reference the red circles in the picture highlighting vertices and edges, is it fine to leave these here or will they eventually effect performance because they've split what could have been single faces into 3 faces?
<a href="http://img207.imageshack.us/i/example2o.jpg/" target="_blank"><img src="http://img207.imageshack.us/img207/8234/example2o.th.jpg" border="0" class="linked-image" /></a>
In this picture, ive removed the edges but left the vertices. The walls, floor and ceiling are all 1 face now, but they are made up of more than 4 edges. Once again will this have any effect on performance?
Personally i remove all the edges, vertices and faces i can however i'm interested in what everyone else is doing.
Comments
I usually delete any loose ends anyway, just in case. Plus tidiness.
pressure, pressure.
I usually delete any loose ends anyway, just in case. Plus tidiness.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's no rendering done for them? They're extra triangles!
But the lines divide the faces into smaller faces. Each rectangle is made of 2 tris.
pressure, pressure.<!--QuoteEnd--></div><!--QuoteEEnd-->
really need that button! Deleting extra vertices wastes a lot of time.
And it's impossible if the extra vertex is on a face you want to keep.
Consider the dynamic infestation, it will probably prefer all it's faces in a map to be joined into a single "model" sort to say, when it reaches a wall and is meant to creep up it instead of bleeding out inte the void as the the two parallel lines aren't connected to each other.
Yeah, if they're on a face. Lines by themselves is what I was talking about.
EDIT: Crap, I just realized I forgot to edit my first post earlier. I was going to amend it saying pretty much the above; lines on faces do indeed cause more triangles. But you may want them if you're changing the shape of the walls, so I hope they're careful with things like deleting all unused lines. On the other hand, the left-over vertices really need to be easily removable.
Though, I doubt geometry detail is going to cause noticeable slowdown in the final product, since NS rooms are relatively small by modern standards. If you have lots of windows or some other construct that prevents culling, then yeah...
You could test it in the editor. There's no culling in it currently, so spam a bunch of rectangles and see when you get slowdown. My guess: effectively never. I have a file with three detailed rooms with no slowdown even when I'm zoomed out to see all three, until I turn on lighting--which is, I'm guessing, a more major resource hog by far than geometry.
Yes, this what all 3d rendering is based off of. The more triangles, the more work the computer does.
Im using Maya for my degree which does have quite alot of flaws...
But Spark...
Omg its like working with wooden tools its amazing!!!
So primitive...
But it really does need combine and merge vertecies and stuff...
The amount of times you have to make duplicate edges and vertecies just to get faces to work due to you having a square of vertecies but all 4 being on seperate meshes is ridiculus...
Very inefficient...
Cool though comparing it to the massive company made maya is fascinating.