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Ogre vertice count

 
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louis
Member


Joined: 25 Mar 2005
Posts: 53

PostPosted: Mon Mar 20, 2006 1:50 am    Post subject: Ogre vertice count Reply with quote

Hi Paul Jan,
I'm trying to export a terrain from Deled that was imported via the 3DS importer. The Ogre exporter throws up an error stating:
Submeshes containing >65536 Vertices are not supported.

Fair enough - that's alot !

However the mesh in question under the Porperties dialogue shows it to contain only:
Polygons 32000
Edges 49000
Vertices 16600

Also I'm suprised that it's calling it a Submesh - as far as I know there's just the one mesh - - - am I missing something fundamental here ?

cheers
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Mon Mar 20, 2006 4:26 am    Post subject: Reply with quote

If you are using quads in deled than every quads will probably be turned into 2 triangles by Ogre, so your polygon count will actually double.
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louis
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Joined: 25 Mar 2005
Posts: 53

PostPosted: Mon Mar 20, 2006 10:00 am    Post subject: Reply with quote

They look like triangles on screen - Question
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Mar 21, 2006 4:37 pm    Post subject: Reply with quote

Hi Louis,

First a bit of general info: In Ogre terminology, every mesh contains one or more "submeshes". A submesh is basically any set of polygons sharing the same material[i] (so it can be send to the graphics card in one batch). So to make a long story short: any geometry you export to ogre will be part of a submesh.

Now on to the actual problem: There actually is one explanation I can think of, and that is the fact that in the Ogre format, any 'vertex' is attached to exactly one unique set of uv-coordinates. The means that when you have 2 polygons in DeleD mapping different uv-coordinates onto a single vertex, that vertex [i]has to be split in two
upon export to Ogre. This could raise the number of vertices above the 65536 vertices limit.

A solution for this problem is rather straightforward: I'd have to update the exporter to split the geometry into multiple submeshes whenever more than 64k vertices are encountered. I'd very much like to have the 3ds/dmf file you tested with as a reference (also, I'd like to verify if the explanation I sketched out above is correct), would it be possible for you to send it to me?

As a work around, what you could do is assign multiple textures to different parts of that model. That would effectively cause the geometry to be split into multiple submeshes, thereby solving the problem.

Oh, and before I forget, thanks for reporting this issue! Very Happy
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