
6.3 Game-Specific Difficulties with LOD 157
scenarios for vertex and pixel modes. The ideal size for a triangle that uses multiple
dynamic lights or skinned blending would be larger than the size recommendation
for a simple unlit triangle, because more pixel operations can be performed between
completed triangle computations. Conversely, a more complex pixel operation, per-
haps involving more than two texture lookups or blending to the frame buffer, would
require smaller triangles at equal levels of performance. Clearly some LOD methods
are required to maintain our average triangle size near optimum levels.
6.3
GAME-SPECIFIC DIFFICULTIES ...