Double Doppler 10 Posted May 23, 2012 When I messed around with sort faces on my model, it vastly increased the model's FPS ingame and in the O2 D3D Viewports. However some faces are reversed/ruined, and I have to go through the manual process of reversing them right side up again. What does this actually do? How does it do it and when should it be applied? Share this post Link to post Share on other sites
Synide 0 Posted May 23, 2012 What does this actually do? I believe it basically just groups the polygons (and by inference the vertices, as best it can) into contiguous blocks based on they're sectional allocation... afk. All the polygons in your LoD have an 'index', zero -> N. It'll just be putting all the faces mapped to your glass, skin, hairdryer together as I understand it. How does it do it... All faces have a 'section'... that is a unique texture/rvmat assignment. It'll just run down all the faces and re-organize them by section. ...and when should it be applied? dunno, probably prior to packing would be a good bet... but, intermittently during your modelling process can't hurt either I'd imagine. However some faces are reversed/ruined, and I have to go through the manual process of reversing them right side up again. Really? Huh, interesting... Still I don't think they'll be much you can do to alleviate that. --Sy. Share this post Link to post Share on other sites
Double Doppler 10 Posted May 24, 2012 Thanks. Now could someone please explain why the FPS rate increases higher in the viewports/game when I perform this operation? Sometimes no sections are changed, but I get a higher FPS rate (still, I have to move some faces to the top/bottom and reverse damaged ones). Share this post Link to post Share on other sites