Quote:
Originally Posted by Hezzy002
You said it an earlier post you could :/
Anyway, if you can't set UV coords independent of their vertex positions, then the only increase in framerate that'll really help you is reducing the amount of draw calls. In your case that pretty much means the only thing you can do is reduce the amount of polygons. You should really scale the quality up from high to low as it approaches the horizon, though, with this technique it's the only room for speed improvements as far as I can tell.
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I misunderstood, but no I don't think you can mess with UV coordinates.
As for the quality, aye I have considered having near polygons larger, but that would involve a lot of core rework. Also, the problem with that is in order to better imply the distance of the ground towards the horizon, it also needs a decent polygon count.
I'm not really stressing over it. I don't run an awesome rig so anyone with decent gamer towers can probably run it at a 2:1 tile to polygon ratio.