Most importantly, however, using them instead of wedges will usually cut down wpoly/clipnode/leaf counts by 20-30%.
quote end
I checked out your test maps with RipEnt and in-game, and most of your claims appear to be false.
First of all, the clipnode and (world)leaf counts aren't lower at all when using tetrahedrons instead of triangular prisms -- they're higher. http://i.imgur.com/NKYmppj.png
The wpoly count is slightly better when using tetrahedrons though, I'll give you that. Summary of most important findings: http://i.imgur.com/Jlchjb6.png
I would like to advise everybody to stick to good ol' triangular prisms ( http://i.imgur.com/Vv4CiCx.png ). The slightly higher wpoly count can easily be optimized by using VHLT's "SOLIDHINT" texture anyway.
quote start
Most importantly, however, using them instead of wedges will usually cut down wpoly/clipnode/leaf counts by 20-30%.quote end
I checked out your test maps with RipEnt and in-game, and most of your claims appear to be false.First of all, the clipnode and (world)leaf counts aren't lower at all when using tetrahedrons instead of triangular prisms -- they're higher.
http://i.imgur.com/NKYmppj.png
The wpoly count is slightly better when using tetrahedrons though, I'll give you that.
Summary of most important findings:
http://i.imgur.com/Jlchjb6.png
I would like to advise everybody to stick to good ol' triangular prisms ( http://i.imgur.com/Vv4CiCx.png ). The slightly higher wpoly count can easily be optimized by using VHLT's "SOLIDHINT" texture anyway.