So draw time is constant regardless of scene complexity. If a triangle is much smaller than a pixel, a higher LOD can be used. If a triangle is bigger than a pixel, it's time to zoom in to a higher LOD for that part of the mesh. There are about as many triangles being drawn as there are pixels, regardless of scene complexity. Much of the work is moved to asset preprocessing. A mesh representation that can be shown at a huge range of levels of detail is what makes it go.
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