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Re: please add hard edges to model improvements II [Re: ventilator] #49023
06/04/06 23:23
06/04/06 23:23
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Quote:

and having split vertices in a model format which isn't only meant for being loaded by an engine but also for editing in a model editor is an ugly solution.




I agree with this. Having those extra vertices hurts the frame rate as bad as pistol's gunshot. 30K vertices and 60K faces for a model renders twice as fast as does 60K vertices and 30K faces.

What does Conitec have to say about this? Are they even reading the future forum at all?


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Re: please add hard edges to model improvements II [Re: ulillillia] #49024
06/05/06 06:10
06/05/06 06:10
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
I haven't read the whole thread, but there are several methods for hard edges.

- When you import an X model with hard edges, you'll notice that the engine will display the hard edges too.

- You can create a specific hard edge between two polygons by separating them. This should not be a problem for stencil shadows as long as the the mesh has no 'hole'.

However I'll think over a comfortable solution in MED.

Re: please add hard edges to model improvements II [Re: jcl] #49025
06/05/06 11:13
06/05/06 11:13
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
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HPW  Offline
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Joined: Aug 2005
Posts: 343
Germany
It's possible and runs very fast with *.X faster than *.3ds without the posibillity of smoothing groups.
But I don't know how this could be done.
I have made two screenshots of an example with a normal sphere (only the smoothing groups are modified). The sphere has 2 smoothing groups the upper half is group 1 the lower half has goup 2 and the left half group 1 and 2. All this is working in Quest 3D in realtime.

Here is an example out of 3D Studio Max:


Here is an example after export with panda X exporter and import it into Quest 3D with smoothing groups:



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Re: please add hard edges to model improvements II [Re: HPW] #49026
06/05/06 11:29
06/05/06 11:29
Joined: Aug 2005
Posts: 343
Germany
HPW Offline
Senior Member
HPW  Offline
Senior Member

Joined: Aug 2005
Posts: 343
Germany
Oh!
I noticed the Vertex Count is increased. It seems that the Panda *.X exporter doubles the vertices on the hard edge to make it possible. Sorry this was my fault. There are no smoothing groups, but it works with all other features like stencil shadows, Pixelshaders...


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