Rendering limits
Blitz3D Forums/Blitz3D Programming/Rendering limits
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Hopefully someone can help out with this. Im aware that you can hit some vert limits per surface ect. Thus creating a MAV on renderworld. But what puzzles me is that, when I load a model that definatly exceeds these limits, and free it before renderworld, i still get a MAV on renderworld. What i want to do is take a model that can exceed the limits.. chunk it up into peices so that the per surface limits arent hit anymore, then free the primary entity. However this doesnt seem to do the trick. Any info would be appreciated. |
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I don't know, however, I'm guessing it loads it straight into the vid card (or something) so you've got the dx limit going on there... If this is the case you'd need to load the file into a bank and build the mesh from the data in that. Break it up into chunks that won't exceed the limits... if you catch my drift?! As a footnote to this... Rather you than me!! :) |
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how about:Graphics3d xxxxxxxxx mesh=LoadMesh(blahblah) Storemesh(mesh) ;iterate through mesh surfaces and vertices, and store all position and UV data. Clearworld ;Maybe use Graphics3D xxxxxx again after... mesh=rebuildmesh() ;Rebuild mesh |
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I think it's the loadmesh command that's causing the error in the first place. |
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yeah i cant use loadmesh ill have to make my own loader. |
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But what puzzles me is that, when I load a model that definatly exceeds these limits, and free it before renderworld, i still get a MAV on renderworld. I'm pretty sure models are not freed until RenderWorld is called, so even though you've requested it be freed, it isn't. Writing your own loader, at least for static meshes, should be pretty easy. If you have any problems, holler and I'll dig around on cd's for the loader I wrote. |
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Yeah, the loader wont be difficult, but thank you for the offer. |