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Martin.spott (talk | contribs) m (Remind of widely accepted guidlines) |
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* Reduce the number of different textures used on a model to a minimum. It's better to use a few (or one!) big textures than many little ones. | * Reduce the number of different textures used on a model to a minimum. It's better to use a few (or one!) big textures than many little ones. | ||
* Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. | * Avoid mixing textured and untextured geometry in the same model. Build the coloring into the texture map instead. | ||
* Within your modeling tool, try work with large meshes instead of groups of small meshes. I know that this can result in a very unpleasant workflow; we are working on optimizations in Flightgear that will combine mesh parts automatically. | * Within your modeling tool, try work with large meshes instead of groups of small meshes - but please don't mistake this as a request for grouping multiple, distinct buildings into a single AC3D file. I know that this can result in a very unpleasant workflow; we are working on optimizations in Flightgear that will combine mesh parts automatically. | ||
* Textures containing alpha cause various problems. In order to be rendered correctly, translucent geometry must be sorted by distance on the CPU. Furthermore, geometry is sorted on a course level (basically by mesh), so you may see various artifacts. If you have some transparent parts of a model, | * Textures containing alpha cause various problems. In order to be rendered correctly, translucent geometry must be sorted by distance on the CPU. Furthermore, geometry is sorted on a course level (basically by mesh), so you may see various artifacts. If you have some transparent parts of a model, | ||
you should violate the first rule above and assign those parts to their own texture. | you should violate the first rule above and assign those parts to their own texture. |
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