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The load on animations


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#1
s e n

s e n
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Id like to know the memory load used, to choose the best option: what i have to do is this, basically making 2 types of trail texturization available in 1 tiles, so by animloop choosing which one to get: soil or gravel. i think my 2 options here is:

a. making 2 meshes and animation moving them in place or down the z axis where they wont be seen, covered by the ground mesh

b. both the meshes in place, and animating the opacity of the textures, so to get this or that

Im wondering which one is the best option for memory usage, atm im more tempted to use the opacity method, looks more clean (and since i have to do this to a few dozens tiles, its quicker just animating the textures once in the material editor and adding animloops to tile roots than editing each single trail mesh to get it move along the z axis)

#2
Bannor Bloodfist

Bannor Bloodfist
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The Opacity takes less effort on the engine than moving objects up and down on z or any other axis. However, as far as actual time spent getting either one done or actual load on the engine, likely you would not notice much of a difference.

However, I know that having animated texture meshes for things like streams/lava etc, does add almost exponentially, to the gpu/cpu load. In NWN's case, it is typically the CPU that takes the hit.

#3
s e n

s e n
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Okie then, will go for opacity method! Much thanks!