Awesome! Thanks Tachzusamm.
I've committed that change to PyPRP trunk. Is it worth a minor version release?
Paradox wrote:Is it worth a minor version release?
if len(MatGroup["vertices"]) > 0x8000:
raise RuntimeError, "Vertex count on this material is too high, consider breaking up your object into several materials...."
if len(MatGroup["vertices"]) > 0x0FFFF:
raise RuntimeError, "Vertex count (=%i) on this material is above 65535, consider breaking up your object into several materials...." %len(MatGroup["vertices"])
if bufferGroup.GetSkinIndices()==bool(HasSkinIdx) and bufferGroup.GetNumSkinWeights()==NumSkinWeights \
and bufferGroup.GetUVCount()==UVCount and len(bufferGroup.fVertBuffStorage)+num_vertexs<0x8000:
return idx
if bufferGroup.GetSkinIndices()==bool(HasSkinIdx) and bufferGroup.GetNumSkinWeights()==NumSkinWeights \
and bufferGroup.GetUVCount()==UVCount and len(bufferGroup.fVertBuffStorage)+num_vertexs<0x0FFFF:
return idx
tachzusamm wrote:I understood Aloys' arguments against it, but if a user splits a large object (e.g. a ground plane) simply into multiple objects, nothing is won.
Aloys wrote:tachzusamm wrote:I understood Aloys' arguments against it, but if a user splits a large object (e.g. a ground plane) simply into multiple objects, nothing is won.
That's correct. I just re-read my post and my reasonning was indeed kind of silly.![]()
There's a 'performance optimization' article on the wiki that hasn't been touched in a while. It might be a good idea that I (or anyone who feels interested) take a look at it and update it where/if needed.
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