• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Extrude edge?

Thanks for the feedback folks. I'll check whether those extra vertices make any difference drawcall-wise.
 
Sorry for the delay...

As far as I can see it hardly makes any difference when put through Arno's drawcall calculator. As some of you expected.

What I did, I created two models, one based on an emesh the other on epoly. The latter had around 2000 additional vertices showing the identical geometry. Apparently the compiler does get rid of them without any problems. Nice.

I still think it is a good idea to stick to epoly and get rid of all excess vertices, if any. Don't fancy colocated vertices and such stuff either. If you keep them there could be other downsides, such as when creating polies and using one of those stray vertices, which could well produce a seam and you'd be at a loss to say why. Also if you pass on a vertex-ridden part to a friend ... things like that.
 
Back
Top