Game Development Community

View poly count

by Adam Beer · in Torque Game Engine Advanced · 02/18/2008 (4:27 pm) · 8 replies

How do you view poly count in TGEA? metrics("video"); doesnt work. It says that the tri count is 0.

#1
02/19/2008 (8:21 am)
Also, how would you view everything in wireframe?
#2
02/19/2008 (8:29 am)
A good idea (for wireframe) is to touch the the render device:
GFX->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );

Your poly's count - better take care about it in your modelling platform.
I use 3D MAX with an utility PolyCounter.
#3
02/19/2008 (9:23 am)
GfxD3DDevice.cpp


at the bottom of :

void GFXD3DDevice::setVideoMode( const GFXVideoMode &mode, bool updatePlatformWindow )
{....



//put here
mD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
}

compile
then change your resolution in runtime.
#4
02/19/2008 (7:34 pm)
For poly count, I dont mean just 1 object, I mean the whole scene inside torque.
#5
02/19/2008 (7:41 pm)
Also, the wireframe doesnt work. I see my gui's are wireframes but i cant see that actual geometry.
#6
02/19/2008 (9:19 pm)
It works, i tested it - my geometry is wired....may be you have a driver option issue somewhere.
Just change your resolution in runtime (ctrl+o by default) with another and apply it.

Check this out:
msdn2.microsoft.com/en-us/library/bb172599(VS.85).aspx
#7
03/11/2008 (6:25 am)
Ok I did get it to work, but it makes the GUI's wireframes too. How would you make it so everything but the gui's were rendered with wireframe?
#8
03/11/2008 (6:27 am)
Ok I did get it to work, but it makes the GUI's wireframes too. How would you make it so everything but the gui's were rendered with wireframe?