Game Development Reference
In-Depth Information
Figure 5-4. Screen captures of the Autodesk Maya viewport. The scene contains approximately 5M polygons and
is displayed using various cache modes. We compare memory usage of cache display modes and Maya geometry.
Measured on the City model, using a Core i7 920 2.67GHz, 16GB RAM, 7200tpm HDD, NVIDIA Quadro 4000
Cache Geometry
When we need the geometry to be available in Maya for editing to solve collisions in physical simulations, we provide
a cache geometry mode mimicking the geocache feature of Maya, but again, largely faster and with less memory
overhead (see Figure 5-5 ). It involves injecting animated vertex data into an existing topology, making it available for
editing and colliding in Maya. Later the edited geometry can be baked again and used as a preview.
 
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