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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-02-2004, 09:01 AM   #1 (permalink)
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Default Not exactly generals related but...

Why is it that the size of a face/poly doesnt matter? Why does a large polygon not take up more processing power than a smaller polygon? In the real world it would take longer to construct a larger object, so why not in virtual reality?

The only answer I can come up with is the number of vertices matter, but that theory has flaws...

Anyone know exactly?
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Old 06-02-2004, 10:28 AM   #2 (permalink)
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Yes, it's the vertices that matter, not the size.
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Old 06-02-2004, 11:08 AM   #3 (permalink)
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If its the number of vertices, why do double sided faces take up twice as much processing power than a single face? it has the same amount of vertices right? Gah! I dont get it...
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Old 06-02-2004, 11:14 AM   #4 (permalink)
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Even though they are conected, they are sepperate Vertices.
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Old 06-02-2004, 11:58 AM   #5 (permalink)
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Ok I think I get it, thanks guys
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Old 06-03-2004, 05:44 PM   #6 (permalink)
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I often wondered. If ya weld vertices, does that reduce poly count?
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Old 06-04-2004, 03:46 PM   #7 (permalink)
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welding doesnt reduce poly count, but can dramatically reduce the data size of the model. cuse a bit of info is neaded to describe the location of each vertice. so less vertices means less data to describe the mesh.
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Old 06-04-2004, 03:58 PM   #8 (permalink)
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I've tested it, welding does lower polycount...
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Old 06-04-2004, 04:02 PM   #9 (permalink)
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did you "target weld" or did you use "weld selected". if you used Weld Selected then you had it set to high and you welded vertices that would close faces, its not meant to close faces just to get rid of overlapping vertices. the faces that were closed were most likely very small.
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Old 06-04-2004, 04:11 PM   #10 (permalink)
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Target weld. My experiment was with a cube with length segments welded, so it didn't change the geometry.
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