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<?xml-stylesheet type="text/xsl" href="http://blogs.technet.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Performance Art 4:  Always use a texture and bones ain't free.</title><link>http://blogs.technet.com/b/torgo3000/archive/2007/09/17/performance-art-4-always-use-a-texture-and-bones-ain-t-free.aspx</link><description>For this issue of the ever-continuing "Performance Art" series, I'll talk a little about flat-shaded or colored polygons and the use (or overuse) of bones in a model. 
 Always use a texture: 
 In the past, when the memory on graphics cards was very</description><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>Modelling and texturing for performance</title><link>http://blogs.technet.com/b/torgo3000/archive/2007/09/17/performance-art-4-always-use-a-texture-and-bones-ain-t-free.aspx#2668136</link><pubDate>Sat, 22 Dec 2007 02:34:16 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:2668136</guid><dc:creator>Arno Gerretsen</dc:creator><description>&lt;p&gt;Of course every designer has read the excellent blog posts by Adrian Woods on how to optimize your performance&lt;/p&gt;
&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=2668136" width="1" height="1"&gt;</description></item><item><title>re: Performance Art 4:  Always use a texture and bones ain't free.</title><link>http://blogs.technet.com/b/torgo3000/archive/2007/09/17/performance-art-4-always-use-a-texture-and-bones-ain-t-free.aspx#2574128</link><pubDate>Tue, 27 Nov 2007 20:48:31 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:2574128</guid><dc:creator>Darren Vincent</dc:creator><description>&lt;p&gt;Really appreciating all the fascinating information you're providing here Adrian.. please keep it up. I've been particularly interested in your posts on the batching processes, and would be very keen to learn even more about it, especially on how not to break it ( which does seem a little easy to do). &lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=2574128" width="1" height="1"&gt;</description></item><item><title>re: Performance Art 4:  Always use a texture and bones ain't free.</title><link>http://blogs.technet.com/b/torgo3000/archive/2007/09/17/performance-art-4-always-use-a-texture-and-bones-ain-t-free.aspx#2498627</link><pubDate>Sun, 18 Nov 2007 13:40:19 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:2498627</guid><dc:creator>Francois</dc:creator><description>&lt;p&gt;Hi Adrian,&lt;/p&gt;
&lt;p&gt;the discussion of bones by Kevin on the DevCon was very helpful, so is your reiteration of it here. We DO want to have animated shapes in FSX bt don't want to kill the fun at the same time... tough work! ;-)&lt;/p&gt;
&lt;p&gt;Francois&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=2498627" width="1" height="1"&gt;</description></item><item><title>re: Performance Art 4:  Always use a texture and bones ain't free.</title><link>http://blogs.technet.com/b/torgo3000/archive/2007/09/17/performance-art-4-always-use-a-texture-and-bones-ain-t-free.aspx#2004044</link><pubDate>Fri, 21 Sep 2007 02:04:44 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:2004044</guid><dc:creator>Joey Sipos</dc:creator><description>&lt;p&gt;Thanks for the discussion of bones. I have been experimenting making trees with bones for a while now. So far the effect looks pretty cool. The trees only annimate with bones at LOD_90 so the frame rate seems fairly friendly - although I have not tested with many trees at once yet. We shall see and now I'll be sure to keep bones at a minimum. &lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=2004044" width="1" height="1"&gt;</description></item></channel></rss>