10,000 faces max export?

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Re: 10,000 faces max export?

Postby tachzusamm » Mon Apr 11, 2011 12:28 am

Trylon wrote:About that maximum vertex count.

AFAIK it could be made infinite in theory.
...
Considering the already vast amound of possible vertices, I don't see the need however.

It's not that we want to increase this limit to infinite. And it's not that we want to increase it just because we can.
But, as Branan stated, a limit of 65535 has a direct counterpart in hardware, because the graphics card can process batches of up to 65535 vertices in one run.
Below this amount, it's the fastest way to calculate meshes for display, above it's decreased performance (two objects with n/2 verts each process slower than one with n verts).
So, it's good that there's a limit, but 32768 (0x8000) makes no sense. 65535 (0xFFFF) does.
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Re: 10,000 faces max export?

Postby Tsar Hoikas » Mon Apr 11, 2011 4:37 am

Hardcoded into UruExplorer.exe since forever.... (See plGBufferGroup)

Code: Select all
public static uint32 kMaxNumVertsPerBuffer = 32000;
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Re: 10,000 faces max export?

Postby Trylon » Mon Apr 11, 2011 7:02 am

tachzusamm wrote:It's not that we want to increase this limit to infinite. And it's not that we want to increase it just because we can.


I know! I just meant to say it was probably possible should the need ever arise.....

Tsar Hoikas wrote:Hardcoded into UruExplorer.exe since forever.... (See plGBufferGroup)
Code: Select all
public static uint32 kMaxNumVertsPerBuffer = 32000;


Aha! So that's why we put that limit in! (Though still, it should be 0x7FFF instead of the 0x8000 it is now (my bad :oops: ))
One day I ran through the cleft for the fiftieth time, and found that uru held no peace for me anymore.
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Re: 10,000 faces max export?

Postby Branan » Mon Apr 11, 2011 9:36 am

Tsar Hoikas wrote:Hardcoded into UruExplorer.exe since forever.... (See plGBufferGroup)

Code: Select all
public static uint32 kMaxNumVertsPerBuffer = 32000;



I'm going to fix that immediately. if not sooner.
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Re: 10,000 faces max export?

Postby dendwaler » Tue Oct 18, 2011 9:18 am

I "bump" this to bring it under attention again.
I builded a large object as you can see elswhere on the forum and wanted to see the result inside the game engine.
Unfortunately I am again forced to split it first and texture it, only for being able to see it.
Its really annoying and lost time.
I hope this can be fixed soon.
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Re: 10,000 faces max export?

Postby Branan » Tue Oct 18, 2011 10:21 am

I can fix it in the H'uru CWE fork, but that won't help anybody targetting PoTS - the limit will still be there for the old engine versions. Unfortunately people are just going to have to deal with it until there's better infrastructure for building, testing, and distributing ages for the newer engine versions
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Re: 10,000 faces max export?

Postby dendwaler » Tue Oct 18, 2011 10:40 am

ok thx,
Well normaly its more then enough.
Don't put to much time in it then. I splitted the object (harvester) in two parts and exported it . It's perfectly well!
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Re: 10,000 faces max export?

Postby tachzusamm » Tue Oct 18, 2011 2:53 pm

I use my own patch (mentioned here: viewtopic.php?f=59&t=5089&start=20#p52159) which increases the limit to 65535, and never ran into any problems with meshes above the 32000 "limit". This is because the splitting into 32000-vertex-chunks is applied automatically then somewhere when/where the BufferGroups are generated. Works fine even in POTS exports.
This way I find it a bit more convenient; I can use large meshes when I need them, and do not have to care because PyPRP already does the splitting for me.
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