Jump to content
  • Advertisement
Sign in to follow this  
babarorhum

OpenGL Simple 3dModels displays, but more complex ones don't. Memory limit, buffer size, etc... ?

This topic is 2504 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello,

I have recently created an importer which loads Blender 3D generated models into my under-development iphone app.

For simple objects such as cube, cone, etc... it works perfectly fine. However, as soon as the objects reach a certain degree of complexity such as a donut shape , sphere; the engine display only a part of the objects; e.g half of it; sometimes less. I have checked the vertices and indices in the data model and they are perfectly fine.

It looks like there would be a hard limit such as a number of vertices, memory allocation etc...but i can't exactly figure it out. As i am not yet quite confident in OpenGL ES there might be quite a direct answer to this problem ; but hasn't found it yet.


Any pointer, tips are more than welcome to draw the second half of this sphere ;)

Cheers,
Stéphane
PS. some screenshots to complement this post:

The model in Blender:
[attachment=7038:Blender Initial Sphere.png]

The model in the Iphone simulator; as you can see quite not the same:
[attachment=7039:Iphone Sphere.png]

Share this post


Link to post
Share on other sites
Advertisement
I made some applications for iPhone with more complex geometry 8000+ poly (just for testing) and it works correct
There should be problem with your allocations in VBO (indexes probably) which should be OK for simple objects like cube in front view
- check your index count and vertex count in VBO creation state
- also check for quads vs. triangles (index count from 4 to 6), are you exporting direct triangles?

Share this post


Link to post
Share on other sites
Problem solved: the number of the indices didn't deal with the vertex indice array but another array. Once it has fixed ; it works perfectly fine ! Big Thanks !

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!