I'm in the process of trying to reduce polygons on a mesh before converting it to .msh form. For reasons irrelevant to these questions, the particular "polygon hunt" I'm on right now has to be done manually and is very tedious: I have to zoom WAAAAY into the part I'm working on and delete points manually.
So here's question numero uno:
1. Some of the points defining polygons I'm deleting are VERY hard to get to -- they're so close to and intwined among other points that it's difficult to "reach" them. I can get and delete SOME but not all the points that define a specific polygon, which makes the polygon, as such, "go away." This leaves some "free" points floating in the mesh. The question is this: Do these "free" points add to the rendering load in Orbiter? In other words, is it just polygons that put a load on the rendering, or am I doing no good by not deleting every single point that originally defined the polygon?
Here's question numero two-o
2. The second question has to do with textures. I've applied a texture to a mesh element. Then, as part of my optimization process, I'm deleting polygons on that subpart that aren't visible after that element is assembled into the whole mesh, but before export and conversion. What does this do to the UV coordinates? Will they be skewed when the mesh is converted to .msh and rendered in Orbiter? I THINK the answer is "no" based on previous experience, but am curious if anyone knows the answer based on knowledge of the actual mechanics of how Orbiter renders .msh files.
Any help on these questions will be much appreciated, as I'm putting a LOT of effort into mesh optimization that I don't want to be watsed.
So here's question numero uno:
1. Some of the points defining polygons I'm deleting are VERY hard to get to -- they're so close to and intwined among other points that it's difficult to "reach" them. I can get and delete SOME but not all the points that define a specific polygon, which makes the polygon, as such, "go away." This leaves some "free" points floating in the mesh. The question is this: Do these "free" points add to the rendering load in Orbiter? In other words, is it just polygons that put a load on the rendering, or am I doing no good by not deleting every single point that originally defined the polygon?
Here's question numero two-o
2. The second question has to do with textures. I've applied a texture to a mesh element. Then, as part of my optimization process, I'm deleting polygons on that subpart that aren't visible after that element is assembled into the whole mesh, but before export and conversion. What does this do to the UV coordinates? Will they be skewed when the mesh is converted to .msh and rendered in Orbiter? I THINK the answer is "no" based on previous experience, but am curious if anyone knows the answer based on knowledge of the actual mechanics of how Orbiter renders .msh files.
Any help on these questions will be much appreciated, as I'm putting a LOT of effort into mesh optimization that I don't want to be watsed.