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[[File:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]] | [[File:Motor.jpg|thumb|270px|Using Multiple Models with varied detailing]] | ||
[[File:Singlesided_blender.jpg|thumb|270px|To set faces to Singlesided (Blender), deselect the Doublesided button]] | [[File:Singlesided_blender.jpg|thumb|270px|To set faces to Singlesided (Blender), deselect the Doublesided button]] | ||
===Mesh=== | |||
* Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object. | * Use a single mesh so far as is possible, for example, combine all the parts of a building into one Object. | ||
* Delete unseen faces (such as those under the model hidden by the ground, or face inside the model if there are) | |||
* Remove "line faces" which are faces whose points are in the same line | |||
* Don't forget to remove double vertices | |||
===SingleSided/DoubleSided=== | |||
* Set all the faces of the model to SingleSided. DoubleSided faces are very expensive to render properly. | |||
* However, if a face need to be displayed for every view angle, use two-sided display instead of two opposite faces with one-sided | |||
===Textures/Materials=== | |||
* Use Materials on Objects instead of textures where possible. | * Use Materials on Objects instead of textures where possible. | ||
* | * Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. | ||
* Use a single texture. | * Textures must be a power of two (or it will be resized at loading...) | ||
* Use a single texture. However, if your model absolutely needs alpha texture and another part of the model is opaque, you can use two textures: one with alpha and the other without. | |||
* Don't use alpha in texture when it is not needed | |||
===LOD=== | |||
* If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD. | * If a model has to be detailed to a High Degree, use multiple Objects with different levels of detailing, and switch between them based on LOD. | ||
===Other=== | |||
* Textures, transparency, .xml included sub-models : The things that kill frame rate in FlightGear. Try to avoid them. | |||
* Also avoid smooth shading when possible. | |||
== Resources == | == Resources == |
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