The thing is Im facing a severe lag due to a high number of polys. Monster has suggested some sort of LOD in order to draw only those faces that are within the camera’s frustum. From what I gain it is similar to the back culling technique native to opengl.
So Ive created this thread on Monster’s advice since this info might be beneficial to all.
How do I exactly implement this LOD?
Ive got to load meshes dynamically at run time, possibly over the internet using gzipped meshes. Heard abt it in Campbell Barton’s thread on the topic but still dont know how. Any pointers for this?
So now if these meshes are high poly, is it possible to convert them to low poly or have a normal map onto them again at runtime. Campbell had a polyreducer script in Blender 2.43 if Im not mistaken. So any pointers on how I can upgrade that script?