Quote Originally Posted by rachil0
I really wanted to get a papervision style subdivision scheme to work. But to get a decent approximation to perspective correct, surfaces had to be subdivided really deeply, and the end result was a huge number of tiny triangles being rendered each frame.
the number will be only big for triangles viewed from edge. those viewed from above (perpendicular to line of sight) will not require any subdivision at all. sandy has recently ported away3d PreciseBitmapMaterial - what makes me mention this is that Thomas (sandy developer) tried to adapt Andre Michelle's cubicvr setPixel-based approach and ended up with lesser fps.