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XXChester

Giant Mesh vs Smaller Ones

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I just have a quick question that is Big meshes vs Small meshes. I am not a modeler so my problem with performance may be due to that(my artist crapped out on me). I am having a fairly glitchy game and all that there is is terrain, 3 small meshes and 1 major mesh. I am wondering if the problem is because the mesh is too big and if I should break it into several pieces and add them together through code or if its could be due to something else. Any thoughts about Big meshes vs Smaller ones would be greatly appreciated. Thank you; XXChester

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Quote:
a fairly glitchy game
....uhm? [oh]

Help us to help you - without a detailed description of your problem we can do little more than guess at possible causes.


You can get some error conditions with extremely high vertex/index counts - exceeding the limits of 32bit indices (which aren't usually a full 32bits) and primtives-per-draw-call type stuff.


Jack

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Need more info. Just because you have an extremely large mesh in your modeling package (Max, Maya, etc) doesn't mean your engine uses it that way. Your engine might be preprocessing it down to usable size chunks with some sort of space partitioning algorithm like quad or oct tree or some other method (and if not you probably should). As the developer you should know this.

Give us more specifics on poly count for your major terrain model and whether or not you know if you are doing space partitioning in your engine and we can help a bit more.

Webby

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I think you answered it basically WebsiteWill. I do not understand any engines or anything I am very new to directX this is my first project that uses meshes etc. I think I need to really learn how to implement engines, I have "axiom" which from the description is a c# engine....I just cannot seem to figure out how to use the files that come with the engines and what not.

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