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Rare Incorrect Poly Counts? (open)


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If this isn't the right place to post this, please move it to the bug forum; I wasn't sure if you guys want DR issues tracked separately or not.

 

Even though I have no vid card to play with TDM :( I wanted to do something. So I was trying to get back to finishing up this list and then it occurred to me - there's no need to import them all into Blender, one by one, till I invariably fall asleep each time - I'd seen a Dark Radiant screenshot where the poly count was listed right there! Yay.

 

So I downloaded the most recent DR and tried it out. Most of the counts I have listed so far agree, but there are a few exceptions so far. For example (for each of these, I made sure to ctrl-J combine all parts in Blender, and made sure they're triangles, not quads):

 

\darkmod\props\mechanical\numberwheel_main.lwo

DarkRadiant count: 1782

Blender count: 774

 

\darkmod\props\readables\book_open1.lwo

DarkRadiant count: 116

Blender count: 64

 

Any idea what's causing this disparity? Clearly, as in the first case, it can have a huge effect.

 

Also, there's the question of built-in collision models - do they get factored into the polycount? I assume they don't affect rendering demand, since they have an invisible skin, but I'm not sure. If not, they shouldn't be included in the count, if that's at all possible.

 

I mean to come up with some feedback in general for DR soon (I've already got a few things in mind). It's looking very sweet.

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Not that I can see, thus my confusion (there are a few models, that when getting counts, I manually went in and deleted (locally, just to check) the collision mesh to get an accurate count - but not the two I listed above). Maybe you'd better give them a look; I could be missing something.

 

Anyway, if it does definitely include those meshes, is there a way to ignore that in the count? It really throws the 'human factoring' off, when trying to judge how many polys is too much for a scene.

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Not that I can see, thus my confusion (there are a few models, that when getting counts, I manually went in and deleted (locally, just to check) the collision mesh to get an accurate count - but not the two I listed above). Maybe you'd better give them a look; I could be missing something.

 

OK, I will check when I get home. It is possible that it is not counting correctly.

 

Anyway, if it does definitely include those meshes, is there a way to ignore that in the count? It really throws the 'human factoring' off, when trying to judge how many polys is too much for a scene.

 

I will integrate the counting with the filtering system, so that any filtered textures are not included in the count.

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I have replicated the problem, and it looks like the counts are totally wrong. For book_open1.lwo

 

Surface using book_cover1
 will have 22 vertices
 and 192 indices (64 faces)
Surface using scroll1
 will have 69 vertices
 and 156 indices (52 faces)

 

In Blender the book_cover1 is a simple cuboid with 8 vertices and 12 triangles, and the scroll1 has 31 vertices with 52 faces (at least that part is correct).

 

Worryingly, these numbers come directly from the C-based library responsible for parsing ASE and LWO models, which I really don't want to have to rewrite. Have you seen this problem on ASE models at all, or is it just LWO?

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At least with the faces, it looks like they are being accumulated rather than reset to 0 for each surface.

 

Surface using numberwheel_lever
 will have 276 vertices <- 292 in Blender
 and 564 indices (188 faces) <- correct
Surface using numberwheel_wood
 will have 364 vertices <- 436 in Blender
 and 1218 indices (406 faces) <- should be 218 (188 + 218 = 406)
Surface using numberwheel_glass
 will have 16 vertices <- correct
 and 1242 indices (414 faces) <- should be 8 (406 + 8 = 414)
Surface using numberwheel_gold
 will have 208 vertices <- correct
 and 2322 indices (774 faces) <- should be 360 (414 + 360 = 774)

 

No idea what's going on with the vertices though.

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Well I've committed what I believe is a fix - the numbers are now approximately accurate (778 for numberwheel_main and 66 for book_open1), and I cannot see any obvious rendering problems with the models - so I will tentatively say that this is resolved.

 

I have no idea what was being rendered for the extra polygons, perhaps several hundred 0-size triangles?

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I was going to wait for the simplified entity inspector for 0.7.0, but as there have been a fair few changes I guess I could put out a 0.6.5 in the interim.

 

Probably less work for you if you wait until the simplified entity inspector comes around. :) Although I'm anxious to get people using DR asap. You guys are taking the beast and turning it into something completely different from DoomED...and that is fantastic. :)

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Have you seen this problem on ASE models at all, or is it just LWO?

I'd actually just noticed this ability in DR, so I haven't tried it much. And of course while I was using it, I locked my machine up (temporarily - it recovered in about a minute) due to the lack of a GPU fan.

 

As for another release? I'd welcome that. :) I can at least start to learn how to use it even if I can't map or render. Also, I'm gathering my feedback from trying it so far.

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