So what voodoo magic did you do to get the polycount down in AL?
by Joshua Halls (Xerves) · in Torque 3D Professional · 11/21/2009 (1:35 am) · 2 replies
At least in the desert zone, there is a rather drastic reduction even if I set a crazy shadow distance. Draw calls look marginally better as well so that should help. Won't have some good numbers till we get ported all the way of course, but good work there guys. Still trying to get the shadows down to an art though as it seems there is always some distance that causes a bit of fuzziness at some angles on some of the shadows.
About the author
Part of the team that works on The Repopulation, a SciFi based MMO using a heavily modified version of the Torque MMO Kit - T3D. I also take care of the T3D version of the Torque MMO Kit.
Associate Tom Spilman
Sickhead Games
$AL::PSSMDebugRender = 1;
... that gives you each split rendered in a different color... red, green, blue, yellow.
With that on its much easier understanding whats going on when your tweaking.