How does Irrlicht count the polygons?
How does Irrlicht count the polygons?
Hello,
I have a mesh that irrlicht, when creating an octtree, it tells me it has 29980 polys. However, using the polygon counter in 3D Studio it tells me it has 14400 polygons. Thats half the polygons that irrlicht is reporting. How is this possible? which is the real number?
I'm asking this because I'm trying to keep the mesh below the 65536 poly limit, but it's growing very fast.
Thanks!
I have a mesh that irrlicht, when creating an octtree, it tells me it has 29980 polys. However, using the polygon counter in 3D Studio it tells me it has 14400 polygons. Thats half the polygons that irrlicht is reporting. How is this possible? which is the real number?
I'm asking this because I'm trying to keep the mesh below the 65536 poly limit, but it's growing very fast.
Thanks!
With a small model both give the same polycount. It's curious however that if I use any big meshe, the polycount is different... I don't have the time to check where they start to differ... but I don't understand what causes this.
Saturn, how do I get 3D studio to count triangles instead of quads?
And finally, I think that avoiding the 64k vertex limit is as easy as splitting the mesh in two different ones, am I right?
Saturn, how do I get 3D studio to count triangles instead of quads?
And finally, I think that avoiding the 64k vertex limit is as easy as splitting the mesh in two different ones, am I right?
Amt0571, I do not know how to change the counting style. I remember it can count in quads and tries, when I last watched over the shoulder of a modeller. Though this distinction of course only matters, when you model with quads. When you model with triangles, then the count should be correct and it is what hybrid said, problems with the loader. Though I don't know why a loader would create redundant polies, I can imagine vertices, but not polies.
As for the 64k vertex limit, yes, splitting solves the problem.
As for the 64k vertex limit, yes, splitting solves the problem.
I have a similar problem. I'm triyng the terrain render tutorial and I have modified the code by putting this simply line:
But the height map has 256x256 pixels and the triangle count is 115200. Why? Even being doublesided triangles the triangle count should be 65536*2....
Code: Select all
// create triangle selector for the terrain
scene::ITriangleSelector* selector =
smgr->createTerrainTriangleSelector(terrain, 0);
terrain->setTriangleSelector(selector);
// this is the line which I've put
int triangleCount = selector->getTriangleCount();
selector->drop();