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Why do we need spatial hierarchies if Vizard only renders what is on screen.
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Vizard will not split up meshes and only render the parts that are in view. If even one polygon of a very large mesh is in view, then Vizard will render the entire mesh. So if you have a mesh that takes up a large area, then I suggest you break up the mesh into smaller pieces.
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In some scenes there could be over 200,000 polygons in view at once in the model as it is. Will a better graphics card help here or does everything start grinding to a halt above 200,000.
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I just threw out that number as a general guideline. A better graphics card will definitely be able to handle more polygons.
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Can Vizard move seamlessly between hierarchies/models?
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Sorry, I don't exactly understand your question here.
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Does it render all parts of every model in view - ie if you are in one model but can see through a doorway to another
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No, if your model is split up into submeshes, then it will only render the submeshes that are in view. However, as I mentioned in an earlier post, Vizard does not perform occlusion culling, so it will still render objects that are occluded by a wall, for example.