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Max Polycount for Collada Models

by Aaron Heal · in Torque 3D Professional · 10/15/2009 (11:58 pm) · 6 replies

I was just wondering what is the max number of polys a collada file can have before T3D dies because i have this 23k+ model I want to use as a level but Torque crashes before it finishes importing

#1
10/16/2009 (12:30 am)
Strange any more info about your creation process, I got over 160k working others have reported 90k - 300k working this is after we cut the model into 10k sub meshes using detach. If your model is made up with lots of meshes that are all under 10k it will load all you can throw at it based on your machine's limit of resources.





#2
10/16/2009 (3:31 am)
I downloaded it from google 3D warehouse so not sure how it was created
#3
10/16/2009 (9:13 am)
There isn't a limit in a collada or DTS file. There is a limit for each mesh inside the collada/dts, because T3D uses 16-bit indices when building the vertex buffer for each mesh, which means 65K vertices. The actual number is lower, since different UV coords, normals and colors at the same vertex will generate duplicate vertex entries.

Your model is probably a single collapsed mesh with a single material, so T3D is trying to generate a single vertex buffer for it and failing. Open it in a 3D package and break it into sub-meshes (no, you don't need to export multiple files - just break it into multiple selectable parts inside the 3D modeling app).
#4
10/19/2009 (2:02 am)
Quote:There isn't a limit in a collada or DTS file. There is a limit for each mesh inside the collada/dts, because T3D uses 16-bit indices

True. However, the collada loader automatically splits meshes into 65k vert chunks if required, so there is theoretically no problem loaded models with extremely large polycounts (though you might not get very good performance).

@Aaron: Could you post the link to the model so I can try it for myself?
#5
10/19/2009 (10:43 am)
sure if it's allowed

http://sketchup.google.com/3dwarehouse/details?mid=989e43267955602ccbdbdb5103f1f6f3&prevstart=0
#6
10/25/2009 (10:10 pm)
There was a bug when loading meshes that had more than 65k vertices with a single material from a DTS file. T3D automatically splits such meshes when loading from collada (DAE) but was incorrectly joining them back together when loading from DTS.

Fix is here.