Thanks a lot everybody. I was AFK. Thanks bram32, that is looking very interesting.
A few comments: I was not looking for a LOD system. The idea was to remove unneccessary triangulation. This would not reduce the level of details (tho LOD is a good thing, but that wasn't the idea).
I have made some tests with 3DS Max's optimation mesh modifier. Although it can reduce the Polycount to about 60%, a new problem pops up: blinking dots on the seams, seam-leaks. Where I got them in all meshes, it became much more worse when optimized.
So for now I leave the meshes unoptimized for the sake of leakless Tirangle-edges.
Those of you who think about to implement a runtime LOD system should check out the polygon reduction source from the archives. All it needs is automatic UV convertion.
Thanks for your help!
A few comments: I was not looking for a LOD system. The idea was to remove unneccessary triangulation. This would not reduce the level of details (tho LOD is a good thing, but that wasn't the idea).
I have made some tests with 3DS Max's optimation mesh modifier. Although it can reduce the Polycount to about 60%, a new problem pops up: blinking dots on the seams, seam-leaks. Where I got them in all meshes, it became much more worse when optimized.
So for now I leave the meshes unoptimized for the sake of leakless Tirangle-edges.
Those of you who think about to implement a runtime LOD system should check out the polygon reduction source from the archives. All it needs is automatic UV convertion.
Thanks for your help!