I don't know why got this effect, someone can give me some advices? thanks
OBJ file's strange render effect
If you can provide us with a model that demonstrates this problem it would help.
Does this always happen or only from certain angles. Does it happen with all material types?
If it's a problem with Irrlicht than I may move this to the bug forum.
Does this always happen or only from certain angles. Does it happen with all material types?
If it's a problem with Irrlicht than I may move this to the bug forum.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Thank you hybrid, I think you are right, there is a meshbuffer more 65535 faces in this model.
I want to modify Irrlicht to support more faces, what do you think about it?
Here is my model files
http://www.soft5a.com/ym/files/sofa.zip
I want to modify Irrlicht to support more faces, what do you think about it?
Here is my model files
http://www.soft5a.com/ym/files/sofa.zip
hybrid wrote:I guess it's simply too high poly count. The second half of the tris is simply discarded due too an overflow in the indices. You have to introduce groups in you rmesh to get below the 65535 faces per meshbuffer count.
-
- Admin
- Posts: 14143
- Joined: Wed Apr 19, 2006 9:20 pm
- Location: Oldenburg(Oldb), Germany
- Contact:
Since so large mesh buffers can give render problems on some older machines, and will negatively impact the render performance in general, it's usually wise to keep groups in the object file. Those will automatically create meshbuffers for each of them, and hence giving properly divided meshes. Auto-splitting is usually giving seams in the objects, due to vertex duplication at the borders.