Yes. And another point of the article was that in order to improve performance, you need to know what's causing the most problems. In order to know that, you need tools in-game that will show you the performance stats... framerate, # of shader passes, # of vertices, etc. Nvidia provides a free tool for this, that can be…
I've spent a couple hours creating some fairly complex functions to determine which vertices are being shared among the different vertex types, but I think I might be making this more complicated that it really is. So I need someone to either varify or disprove the following theory... the magic number we're looking for is…
Checking your script against our in-game stats, it matches exactly! Except... when I'm forcing a surface to turn off backface-culling. We do this at the material level, by checking the 2-sided checkbox. Then during export the vertices that have that material ID assigned will be duplicated in order to automatically create…
That's not a problem, but I don't think you'll be updating very often if you're working on a model of a 1000 polys or more. It takes a bit of time to go through each vert and calculate the numbers. But I'm going to try and optimize the code so that it will go faster.
Yep, that's exactly what I'm doing. Just going from vert to vert and seeing how many alternate verts it would be split into for each different type, and then taking the largest number. And it so happens that the final number I got was the same as the largest number from the script I just posted (in this case MatID). But it…
Here's something I did pretty quick. There's no user interface or error checking. Just make sure you have a collapsed editable mesh object selected and then run the script. Look down at the prompt area of the screen to see the results. "VC" stands for vertex color, "SG" stands for smoothing group. I can make it more user…
I was thinking last night about that cool display mode in Max 7 where you can see the UV edges in red in the main viewport. I think it'd be helpful to also show smoothing seams and material seams too, in different colors. I vaguely recall a vertex counter script for max that also factored in UV splits. Hmmmm, need to…
Bronco, It might help you to read these two articles. Many "secrets" are revealed, things you tend to learn on the job. You'll find in general that there are no hard and fast numbers, usually one of the programmers or else your Lead Artist will come up with some basic polygon budgets for each model. But these are usually…
Adding MatID verts is no problem. But coming up with the grand total is going to take some time. But then again, it might be easier than I think, we'll see. One thing I was wondering, is that it seems like the article is saying that normal geometry verts really don't matter, that it's all about the verts that affect the…
Yeah, I'll second that MoP. I'm no programmer, but from what I understand a geometry vertex (as called in 3ds max) is really just the xyz position for the uber-ingame-vertex that stores the unique data for that corner of the triangle. So really you don't get any other data (UV, normal, etc.) without first having a position…