hcornea
10 May 2010, 06:08
I have a question about tverts in FSX native MDL files.
Using Gmax, I made 3 test cubes, with the UVW modifier specified, and tverts (as reported by Gmax script "getnumtverts$" ) :
Cube 1: has a Box UVW modifier ... gmax reports 36 tverts
Cube 2: has a Plane UVW Modifier .... gmax reports 8 tverts
Cube 3: has all UV points welded together ... gmax reports 1 tvert for this cube.
Once exported via the FSX gamepack ... and read into ModelconverterX, all of these report 12 triangles and 24 tverts in Modelconverter. ie all the models are the same, regardless of welding of UVW's.
So ... does the Gmax gamepack break vertex welds?
Or does the ModelconverterX MDL reader break them?
And why 24 tverts for each object (even those with 1, 8 or 36 tverts)?
Finally ... if an object is processed via modelconverterX, have all the welds been broken and the number of tverts consequently increased when compared with the original MDL?
This would have significant performance implications if that is indeed the case.
Using Gmax, I made 3 test cubes, with the UVW modifier specified, and tverts (as reported by Gmax script "getnumtverts$" ) :
Cube 1: has a Box UVW modifier ... gmax reports 36 tverts
Cube 2: has a Plane UVW Modifier .... gmax reports 8 tverts
Cube 3: has all UV points welded together ... gmax reports 1 tvert for this cube.
Once exported via the FSX gamepack ... and read into ModelconverterX, all of these report 12 triangles and 24 tverts in Modelconverter. ie all the models are the same, regardless of welding of UVW's.
So ... does the Gmax gamepack break vertex welds?
Or does the ModelconverterX MDL reader break them?
And why 24 tverts for each object (even those with 1, 8 or 36 tverts)?
Finally ... if an object is processed via modelconverterX, have all the welds been broken and the number of tverts consequently increased when compared with the original MDL?
This would have significant performance implications if that is indeed the case.