I have now played a lot with GS for the last days, and have encountered some critical obstacles.

Maybe it's just me, but I got the impression that the Engine is causing more problems than it solves. Even the simplest concepts of LowP display features (like smoothing groups) are not properly implemented. Let's say I import a FBX File of a really basic Object like a wooden plank which has smoothing groups on it. The Smoothing groups (given in 3ds max) are imported as well as long as you don't rescale the object (which also "explodes" the mesh a bit - vertices are toring apart as well). The Mesh is consistent and all vertices are welded where they should be but nevertheless: The mesh is loosing the smoothing groups while scaling.

Okay, so just to make sure I open MED and weld those Vertices again and group everything together and recalculate the normals which gives it the smoothing groups again - thing is: This destroys the UV coords I created before - thats just hillarious.

... and the same problem remains within the engine: Things explode; groups lost (also varieng Phong Shading values does not have any effect).

To make things even more confusing: All smoothing Groups work properly with the Editors (MED & WED), but not within the engine (well, I am not allowed to scale or everthing will be lost).

Seriously: I have never seen an engine which is obviously unable to fulfill these most basic lowP rendering issues.

But again: Maybe it's just me. Maybe I am doing things the wrong way, but I can't imagine what those mistakes could be, because I am doing exactly the same things which I have done in the last years within the game industry throughout europe.

Any advice to get those Smoothing Groups to work?

Thanks

Tristan

Last edited by Tristan3D; 11/28/07 21:19.