With VBO, he can selectively update bits of a vertex array with minimal performance impact.Īnother frig would be to have a separate texture for each viewing angle (to a reasonable angular resolution) and simply change the texture you bind to when the viewing angle changes beyond a certain point.
No, he’d have a single texture with all the units frames of animation in it, then simply change the texture coordinates of each unit to access the relevant frame of animation needed. after the last lod mesh file of the model.Given a lot of different units, and the fact that they all won’t be doing the same thing at once (12,000 archers, aren’t all going to be firing arrows at the same exact time - likewise with cavelry and infantry for example) you’d possibly end up thrashing constantly swapping textures in and out
72 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 121ħ2 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 900ħ2 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 2500ħ2 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 6400ħ7 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_venice.textureħ7 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.textureĥ8 unit_sprites/venice_Venetian_Heavy_Infantry_ug1_sprite.sprĦ0 unit_models/AttachmentSets/Final Italian_venice_diff.textureĦ0 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0ġ6 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002ħ7 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_ug1_sh 121ħ7 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_ug1_sh 1225ħ7 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_ug1_sh 6400Ĩ1 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.textureĨ1 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.textureĥ4 unit_sprites/venice_Venetian_Heavy_Infantry_sprite.sprġ6 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002The linesĢ3 venetian_heavy_infantry 1 4 72 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 121 72 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 900 72 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 2500 72 unit_models/_Units/LN_Brigandine_heavy/venetian_heavy_infantry_sh 6400 1 6 venice 77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_venice.texture 77 unit_models/_Units/LN_Brigandine_heavy/textures/LN_ Brigandine_normal.texture 58 unit_sprites/ venice_Venetian_Heavy_Infantry_ug1_sprite.spr 1 6 venice 60 unit_models/AttachmentSets/Final Italian_venice_diff.texture 60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0 1 4 None 9 MTW2_Mace 0 2 17 MTW2_Mace_Primary 14 fs_test_shield 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002 27 venetian_heavy_infantry_ug1 1 3 77 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_ug1_sh 121 77 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_ug1_sh 1225 77 unit_models/_Units/LN_3QPlate_HalfPlate/venetian_heavy_infantry_ug1_sh 6400 1 6 venice 81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_venice.texture 81 unit_models/_Units/LN_3QPlate_HalfPlate/textures/mtw2_LN_halfplate_normal.texture 54 unit_sprites/ venice_Venetian_Heavy_Infantry_sprite.spr 1 6 venice 60 unit_models/AttachmentSets/Final Italian_venice_diff.texture 60 unit_models/AttachmentSets/Final Italian_venice_norm.texture 0 1 4 None 9 MTW2_Mace 0 2 17 MTW2_Mace_Primary 14 fs_test_shield 0 16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002Įven if we swap it back it causes a visual error as from far off they resemble vice-versa meaning ug1 model looks like normal and normal one looks like ug1 model.īTW-Sprite files are the graphics of units that we generally after a distance of 6400 i.e.