I'm doing some low-poly work and I've got some questions:
1. In a model, extremely elongated triangles are bad. But
if you had no other choice, would it be better to split it up
into multiple, less-stretched polygons, or would it be best
to leave them stretched?
2. I was thinking of texturing my model with a single
1024x1024 texture map. But I am throwing around the
idea of also having a (512x512) specular(or bump) map.
My question is: On the average videocard today, is there
any loss of speed at all for rendering textures with
multiple passes?
I'm assuming there isn't any penalty. Most videocards
have parallel texture pipelines for this sort of thing, right?
1. In a model, extremely elongated triangles are bad. But
if you had no other choice, would it be better to split it up
into multiple, less-stretched polygons, or would it be best
to leave them stretched?
2. I was thinking of texturing my model with a single
1024x1024 texture map. But I am throwing around the
idea of also having a (512x512) specular(or bump) map.
My question is: On the average videocard today, is there
any loss of speed at all for rendering textures with
multiple passes?
I'm assuming there isn't any penalty. Most videocards
have parallel texture pipelines for this sort of thing, right?