How many vertices can torgue handle?
by johan · in General Discussion · 06/11/2010 (4:13 pm) · 2 replies
Hi there , I just want to know how many vertices torgue can handle because i get an error file if i try to export a poser model to dts format.The error states that i have exeeded the number of vertices and that the vertices will be truncated.Im using blender to export my obj files to dts format.Is there any other way to import my poser files?.I don't want to export to collada files because it screws up the uv mapping.
#2
v26 DTS format uses 32-bit vertex indices so there is effectively no limit (billions of verts should be plenty for any model you are trying to export!). I'm not aware of any v26 DTS exporters.
COLLADA also uses 32-bit vertex indices.
06/12/2010 (5:09 pm)
The v24 DTS format (the version used by TGE, TGEA, ShowToolPro) uses signed 16-bit vertex indices. This gives a maximum of 2^15, or 32k unique vertices. The maximum number of triangles you can get with this vertex limit depends on the number of shared verts, materials etc, but 10k max triangles is a reasonable upper bound.v26 DTS format uses 32-bit vertex indices so there is effectively no limit (billions of verts should be plenty for any model you are trying to export!). I'm not aware of any v26 DTS exporters.
COLLADA also uses 32-bit vertex indices.
Torque Owner Rex
BrokeAss Games
You've probably gone over 65,000 vertices...in total or a per group poly limit....you really give zero in the way of details, neighbor.
What 'Poser' files are you attempting to export? I use Poser, I know Poser....Poser is kinda cool! Funky system at first glance, but really a nice character solution.
There is a limit of 10,000 Triangles per mesh grouping on the DTS format[v24], I think this has been removed in the v26 build of the format.
I would imagine you've got some groupings exceeding the 10,000 poly limit. I've exported DAE quite a bit and not had an issue with it's UV mapping, but then again I don't use Blender....have you tried another modeling program that exports, besides the open source[free] solution?
I suggest you begin researching some background on the two asset formats you are working with...it will go a long way in helping you start to understand the asset requirements for successful, working art in these 'Torque' engines.
Good luck!