Lets say I want to add highly subdivided features to a largely flat landscape.
Out of curiosity, I guess the explicit questions are:
- Is there an algorithm that culls vertices if a set of faces that make up a larger flat face?
- What is the approximate performance gain?
- If so, in which renderers is it implemented for? (view_solid,view_graphics card,BI,cycles,etc)
I’m guessing it is still a good idea to avoid adding simple subdivision to a face needlessly.