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 Post subject: Exporting decreased poly meshes?
PostPosted: Wed Mar 12, 2008 3:13 pm 
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Is there a way I can export DirectX .x meshes with reduced poly counts ( for long distance viewing ) and still be able to export the original mesh as well?

Thanks!


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 Post subject:
PostPosted: Wed Mar 12, 2008 3:44 pm 
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Programmierdochfix
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This is unfortunately still on my todo list.


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 Post subject:
PostPosted: Wed Mar 12, 2008 4:02 pm 
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Have you done this in any of the other exporters? If so, I could likely look at the code in the SDK that decreases the poly's and translate it to the .x exporter.

Thanks


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PostPosted: Wed Mar 12, 2008 4:22 pm 
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Programmierdochfix
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No, unfortunately not. The meshes are created in a class, which is shared by all mesh exporters. So if it would work for one, it would work for all.


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 Post subject:
PostPosted: Wed Mar 12, 2008 4:40 pm 
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I'm guessing I don't have access to that class code in the SDK, huh. /doh

Ok - will see what I can do with progressive meshes in my engine code.

Thanks


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PostPosted: Wed Mar 12, 2008 5:01 pm 
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Programmierdochfix
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The class is included in the SDK.
Its the "TerrainMeshCreator" class.


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 Post subject:
PostPosted: Wed Mar 12, 2008 5:23 pm 
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Right on! Will let you know if I manage to figure it out then.

TY!


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 Post subject:
PostPosted: Thu Mar 13, 2008 3:01 pm 
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I haven't started on it, but I'm thinking I will try to use the progressive mesh ID3DXPMesh interface and use the UI dialog to choose which stage to export.

EDIT: SDK doesn't use DX. Puts a wrench in my idea.

Should / Can this thread be moved to the SDK forum?


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 Post subject:
PostPosted: Tue May 06, 2008 3:14 pm 
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I ended up just loading the terrain in my engine as a pmesh and exporting it to file with a reduced poly count. Downside is that the seams aren't maintained and I see holes where two terrain files meet.

How do you plan to make sure this doesn't happen in your exporter? I was thinking that not modifying the outside edge vertexes would solve this problem. That sound correct or is there an easier way you've come up with?

Any ETA on this as well?

TY


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 Post subject:
PostPosted: Tue May 06, 2008 3:24 pm 
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Programmierdochfix
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Yes, that's exactly the problem with general progressive meshes for terrain patches. You have to make sure that the border vertices of adjacent patches are modified in the same way.

It's not that difficult if you simply use the same measure for the dicision which vertex is to be removed for all adjacent patches. And this measure should only use the border vertices for the decision.


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