01-23-2014, 10:25 PM
I came across this article ( http://www.humus.name/index.php?page=News&ID=228 ) today, which definitely sparked my interest. It got me wondering if something like this was ever considered for wings? It's basically a breakdown of how different kinds of triangulation performs. At the moment Wings3D creates triangle strips when performing triangulation, which according to the article is not a good way to do it, though it suggest using a "Max Area" approach to triangulation which tesselates a model by the largest area possible recursively. Depending on your purpose, you might want to use different tesselation techniques, but from a shading perspective, it actually produces the best results, at least in wings.
I know this is mostly useful from a game/performance perspective I guess. Seeing as I use Wings3D on a daily basis for games however, it of course holds some interest if something like this were ever to be implemented, though I understand if it's not in the pipeline.
Sorry if this has been discussed before, but I couldn't find anything about it.
What do you guys think? Useful or no?
I know this is mostly useful from a game/performance perspective I guess. Seeing as I use Wings3D on a daily basis for games however, it of course holds some interest if something like this were ever to be implemented, though I understand if it's not in the pipeline.
Sorry if this has been discussed before, but I couldn't find anything about it.
What do you guys think? Useful or no?