The problem is, it is exporting
around 4x the required vertex count! Note this problem affects both versions of the plugin (Maya & 3DS Max)
Geoff asked us
to look at the corn field because it was having a terrible framerate.
I took a look with Jeff, the modeler responsible of it, and it
wasn't exactly the most expensive model ever invented, to be
generating such slowdown.
So, I took a
deeper look with Ogre
Meshy, and the vertex count (around 1100) seemed too high to be
true. Even more suspicious was that the
vertex count was exactly
the index count.
I ask Jeff to
handle me the obj file so I could export it in Blender. And the
resulting vertex count went down to 442!!! I thought it could be
a problem with the smoothing groups, as flat shading causes a lot
more vertices to be generated (vertices with different normals need
to be duplicated).
I reexported
with flat shading this time, vertex count was now around 700, still
lower than the exported mesh from OgreMax!
As we played
with OgreMax settings, we found out the culprit is a setting named
“REMOVE DUPLICATED VERTICES” which is turned off by
default!!
After
re-exporting with this option on, OgreMax' exported model matched the
vertex count from Blender (442)
This is very
bad, because not only the amount of vertices is increased, but it's
also the worst possible scenario:
Every vertex is not being shared and thus can't be reused. This
leaves the post vertex cache completely useless. I don't know why the
default option is left unchecked, I can only think of very few
possible scenarios where having 1:1 vertex - index ratio could be
useful.
We proceeded to
reexport all of our assets in, most important big ones first. The
zombie vertex count went down 4.1x.
Thanks to our
buddy Jeff who took the
screenshts for us:
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