maximum number of vertices and surfaces per entity

Blitz3D Forums/Blitz3D Programming/maximum number of vertices and surfaces per entity

LAB[au](Posted 2005) [#1]
The search feature of the forums is off, so ... I remember someone having tested blitz/directX limits in terms of vertices and surfaces per entity. I would like to find back this post or if somebody knows something about it...


fredborg(Posted 2005) [#2]
It is approximately 30000 of each per surface, and probably around 30000 surfaces per mesh as well. The indexes are stored using signed shorts, so the actual figure is something like 32767 +/- one or two.


Damien Sturdy(Posted 2005) [#3]
*estimates how long ago it was*
*clicks "3"*
*posts Link*
http://www.blitzbasic.com/Community/posts.php?topic=47912

so the actual figure is something like 32767 +/- one or two.


You said.. Unsigned... so double that :)

*thinks*

Man, blitz' maths system is a bit low isnt it? Even my BBC could handle more than 65525....


fredborg(Posted 2005) [#4]
Doh, I meant signed shorts :)


Damien Sturdy(Posted 2005) [#5]
I saw that edit! ;) ;)


LAB[au](Posted 2005) [#6]
So to summarize I have in Edzup post:

~18200 polygons per surface
~54600 vertices per surface

And according to fredborg and cygnus:

~32767 polygons per surface
~32767 vertices per surface

and ~32767 surfaces in a mesh

And DirectX has a limit at 65525 polygons per mesh, that's a bit confusing, I never heard anyhting from Blitz Research on the subject...

Thanks guys


fredborg(Posted 2005) [#7]
32767 should be safe, anything above that will bomb out on some graphics cards.


Damien Sturdy(Posted 2005) [#8]
It should handle way more than 32767 as i dont think it makes sense to store vertex count as signed :P Just that some cards might fart at it.


Rhyolite(Posted 2005) [#9]
Does it not also depend on the hardware???

Rhy :)


Braincell(Posted 2005) [#10]
I get 65535 max vertices per mesh/surface. Tested.


jfk EO-11110(Posted 2005) [#11]
Anything above 32000 Tris per surface may load nicely, but as soon as Renderworld is excuted, it's MAVed. I've just tested a mesh with 1.60 Million tris, saved it as B3D (28 Megs, without UV Coords), and then loaded it again. It's pretty slow, but it works. You may use 64k Vertices, not sure of that, but since most meshes are welded and use shared vertices, the number of tris is about the same as the number of vertices. So I'd suggest to use a 32000 limit.

But it's funny, not so long ago computer architecture used to hit the 64k Ram segmentation border and they had to fix a lot of problems due to the lack of imagination in the times of the development of the 16 Bit adressing medthod. And right now the same happens with 3D stuff. We're doomed to work with segmented Maps... How does OGL handle this?


Banshee(Posted 2005) [#12]
65,535 here tested OK. I don't think the limit is graphics card derived.