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Game Zombie 21 Apr, 2018 @ 3:42pm
Inflated vertex counts with DMXs
https://i.imgur.com/M0V2R4i.png
The left one is exported from Blender and right from Max you can also check this by exporting an SMD instead. I believe this is caused by every face being exported with unique normals.
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Showing 1-7 of 7 comments
Zappy 21 Apr, 2018 @ 3:43pm 
In Blender, are the vertices of the mesh connected? (Before you do the export?) And how many vertices does Blender say the mesh has before you export?
Game Zombie 21 Apr, 2018 @ 3:49pm 
Originally posted by Zappy:
In Blender, are the vertices of the mesh connected? (Before you do the export?) And how many vertices does Blender say the mesh has before you export?
Yeah they're connected and at the top it says there's 2233 verts
Pte Jack 21 Apr, 2018 @ 5:04pm 
And do you have any mirror or edge split or subsrface subdvision modifiers on the object in Blender?

Don't froget that they are applied on export then StudioMDL triangulates and optimizes the mesh on compile.

So, the actual count in Blender may be different than the actual count on the finished model.
Last edited by Pte Jack; 21 Apr, 2018 @ 5:06pm
Game Zombie 21 Apr, 2018 @ 5:25pm 
Originally posted by Pte Jack:
And do you have any mirror or edge split or subsrface subdvision modifiers on the object in Blender?
I don't use Blender so I don't even know how to add a modifier. I understand that the count can be different from in Blender the issue is how absurd it is since StudioMDL matches vertices from a DMX based off their indices. It also messes up my importer since it bases smoothing groups off of the indices.
Artfunkel 22 Apr, 2018 @ 12:50pm 
The important thing is that both models have the same number of indices and the same draw count. This means that they render equally quickly. The difference in the number of verts means only that more memory is being used.

As for why the vert count is different, it looks like the Blender tools are doing something that prevents StudioMDL from optimising the size of the vertex buffer. This is presumably something to do with normals, UV co-ordinates, or weights.
Game Zombie 22 Apr, 2018 @ 2:22pm 
Originally posted by Artfunkel:
This means that they render equally quickly. The difference in the number of verts means only that more memory is being used.
https://pastebin.com/FTg1yq1Y
Used a demo so it'd be mostly consistent. I did have to spawn the modle roughly 100 times but this would mean if a team uses DMXs from Blender it will have worse performance than SMD or using another program to export everything.
Artfunkel 23 Apr, 2018 @ 11:26am 
I'm surprised. There must be a shader doing per-vertex operations seperately from the main render pass? In any case this needs fixing. I'm working on it but it's something of a black box!
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