Mesh/surface limit (JFK, one 4 u i think)
Blitz3D Forums/Blitz3D Programming/Mesh/surface limit (JFK, one 4 u i think)
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Ok, we established the safe tri limit for a surf was 33000 (does that mean 99000 verts unwelded????) Whats the single mesh limit? i tried adding more than 2 surfaces with 20000 tris each and it renders blank after the third(the whole mesh that is!), but no mav. |
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Basicly, the limit for vertices, as well as for triangles may be a 16 bit number. since some cards used signed 16 bit values, this was limited to -32767 to 32768 (or so). I don't know why your max is 33000, I wouldn't rely on it. Even 32768 isn't save, I'd use something like 30000. A fas as I know the number of surfaces on a mesh isn't limited in theory, but IRL it may use the same 16 bits, or even less. It should however be possible to use multiple surfaces with a lot of tris all in all. Once I had exported meshes of a tool that used to ignore these numbers and exported unlimited polycounts. I wrote a surface splitter utility that was capable of reorganizeing the surfaces using a max of 30000 tris as well as vertices for each surface. It worked. |
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The 32k is the mesh limit, not the surface. There is no surface limit actually. |
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Correct, you can add as many surfaces it seems as you like. so its the MESH limit not the surface limit(although in a way this amounts to my problem either way) Righty Ho, ill create my 'overflow' meshes every 30K. At the moment i was using surfs :( thanks Dan |
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It's been a long time, but I thought it was vertices rather than triangles. However, since you're ( I guess? ) doing this with terrains the ratio between triangles and vertices should remain pretty consistent so it shouldn't cause you any unexpected problems. Just thought I'd mention it in case though. |
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Yeah right, I guess it was 64k Vertices and 32k Tris, tho, no guaranty given. I suggest not to use the term "Mesh limit" vs "surface limit", because a surface is a sub-object of a mesh, and a triangle, as well as a vertex is s sub-object of a surface. So you may say a mesh may have as many surfaces as you want, but the polycount of each surface is limited. Although, I wouldn't be surprised if some cards refuse to add more than a few thousand surfaces to one mesh. |
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its not for terrains, its for welding static scenery meshes from prefabs |
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did you check out the b3d cpp geometry code? - its the stickiest code in the b3d forum. maybee, you'll find a field with a definition of surfaces... |