Blitz poly limits
Blitz3D Forums/Blitz3D Programming/Blitz poly limits
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I used the following code:Graphics3D 640,480,16 SetBuffer BackBuffer() Type SurfType Field Surface End Type Global Mesh = CreateMesh() Global Surf = 0 Global camera = CreateCamera() Global VertCount = 0 Global PolyCount = 0 Global SurfaceCount =1 SurfData.SurfType = New SurfType SurfData\Surface = CreateSurface( Mesh ) Surf = SurfData\Surface SurfaceCount = CountSurfaces( Mesh ) Global ActPoly=0, ActVert=0 ;so cam isnt facing mesh MoveEntity Camera, 0, 0, -100 TurnEntity Camera, 0, 180, 0 While Not KeyDown(1) If KeyDown(1)=1 Then End If CountVertices( Surf )>50000 ;limit checks ActPoly = ActPoly + CountTriangles( Surf ) ActVert = ActVert + CountVertices( Surf ) SurfData.SurfType = New SurfType SurfData\Surface = CreateSurface( Mesh ) Surf = SurfData\Surface SurfaceCount = CountSurfaces( Mesh ) EndIf If CountTriangles( Surf )>18000 ;limit checks ActPoly = ActPoly + CountTriangles( Surf ) ActVert = ActVert + CountVertices( Surf ) SurfData.SurfType = New SurfType SurfData\Surface = CreateSurface( Mesh ) Surf = SurfData\Surface SurfaceCount = CountSurfaces( Mesh ) EndIf For b=0 To 15 V1= AddVertex( Surf, Rnd( -50, 50 ), Rnd( -50, 50 ), Rnd( -50, 50 ) ) V2= AddVertex( Surf, Rnd( -50, 50 ), Rnd( -50, 50 ), Rnd( -50, 50 ) ) V3= AddVertex( Surf, Rnd( -50, 50 ), Rnd( -50, 50 ), Rnd( -50, 50 ) ) AddTriangle( Surf, V1, V2, V3 ) VertCount = VertCount +3 PolyCount = PolyCount +1 Next UpdateWorld RenderWorld Text 10, 10, "Vertex:"+VertCount Text 10, 26, "Polygons:"+PolyCount Text 10, 42, "Surfaces:"+SurfaceCount Text 10, 80, "Actual Polygons:"+ActPoly Text 10, 96, "Actual Vertices:"+ActVert Flip Wend End to test the poly limits and vertex limits on Blitz as im making a simple editor for Hunted so I can do lighting etc internally within the Hunted game. The limits I have come up with are: ~18200 polygons per surface ~54600 vertices per surface anything over it causes a memory access violation in debug on hitting RenderWorld. Thats why the limiters are in the code above. You can have any number of surfaces, polygons or vertices within the mesh although having to many may slow down ya projects. |
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Good info, Edzup, thanks. I'm going to hang on to your post for when clients ask 'What's the problem with our model?' |
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Maybe mark could add the information and source to the FAQ as it gets asked for quite a lot, its always helpful to know :D |