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FBX WED import and UV #131400
05/23/07 23:06
05/23/07 23:06
Joined: Jul 2002
Posts: 1,364
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MaxF Offline OP
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Hi

If I have many buildings in one FBX import and each building users it own UV and texture is this ok?

Plus how does this work with shaders, looks like you only can have one per FBX block!



Last edited by MaxF; 05/23/07 23:08.

Re: FBX WED import and UV [Re: MaxF] #131401
05/24/07 07:07
05/24/07 07:07
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Posts: 27,935
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jcl Offline

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jcl  Offline

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Don't have all your buildings in a single mesh, but create them in several meshes. Otherwise rendering would be ineffective. The best mesh size is about 1000 polygons.

Shaders are per-texture, not per-mesh.

Re: FBX WED import and UV [Re: jcl] #131402
05/24/07 14:19
05/24/07 14:19
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MaxF Offline OP
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Hi JCL

1000 polygons thats a lot of buildings, if each building is just a box.

Which renders faster FBX blocks or models?


Re: FBX WED import and UV [Re: MaxF] #131403
05/24/07 14:27
05/24/07 14:27
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jcl Offline

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jcl  Offline

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Under A7, block and model meshes have the same render speed, but blocks have the advantage of static lighting. - For low-resolution buildings you can put several buildings into a single block. Rendering 100 blocks with 10 polygons each is less effective than rendering a single block with 1000 polygons. However, with A7 you can render a group of several blocks as a single mesh by checking the "Single Mesh" group flag.

Re: FBX WED import and UV [Re: jcl] #131404
05/24/07 14:48
05/24/07 14:48
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MaxF Offline OP
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Hi JCL

Sorry for all the questions, but how does LOD work with FBX blocks?


Re: FBX WED import and UV [Re: MaxF] #131405
05/24/07 14:52
05/24/07 14:52
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jcl Offline

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LOD is not yet supported for blocks. An automatic block and terrain LOD is on my list for A7, but won't make it into the first release. Until then, when using LOD, models render indeed faster than blocks.


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