High poly model crashes TSMesh::assemble
by Aaron Leiby · in Torque Game Engine Advanced · 07/09/2006 (6:32 pm) · 3 replies
I seem to be blowing out TSDrawPrimitive's numElements (S16) in TSMesh::convertToSingleStrip when attempting to import a 5120 face icosphere as a DTS. Is this just a limitation of the file format? What workarounds are available (beyond lowering polycount)? How are other people dealing with high poly content in TSE? Thanks!
#2
07/10/2006 (7:34 am)
You could try splitting the mesh into two or more sub-meshes. You can do that by either slicing your model into groups or applying different materials do each sub-meshes.
#3
bool TSMesh::smUseOneStrip = true; // join triangle strips into one long strip on load
Try and set that to false and see if that helps.
I've heard that there are problems with the nVIDIA tristripper we are using, but I haven't had a high poly mesh to test with. If you guys want to send me one, I'll see what I can do.
07/10/2006 (12:38 pm)
You could try modifiying line 72 of tsMesh.cpp:bool TSMesh::smUseOneStrip = true; // join triangle strips into one long strip on load
Try and set that to false and see if that helps.
I've heard that there are problems with the nVIDIA tristripper we are using, but I haven't had a high poly mesh to test with. If you guys want to send me one, I'll see what I can do.
Torque Owner Bryan Stroebel