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Drawcall minimizer issue

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panama
I am sticking to the latest stable version 1.3 r903, the development releases after that destroy my models when I use Minimize Draw Calls :(
 
Hi,

In what sense does the function not work anymore? I will have a look at it.
 
The problem with the stripes. I gave the dev version a new try (v1.3.0 r1230) and had some problems.

Steps to Reproduce

1. exported the DAE from SketchUp.
2. imported the DAE in MCX Dev 1230
3. set GUID
4. Called Draw Minimizer
5. Renamed & Converted textures with Mass Texture Editor. Omiting the
Set Default Transparent step.
6. exported as an FSX BGL, so far so good.
7. exported it as an FSX MDL
8. Created an object library with therein the FSX Model of #7

After completion of step #7 in MCX all the textures in the OpenGL visual were replaced by black/white stripes as shown in the attachment. I can confirm this problem is merely an MCX problem.

I loaded the resulting BGLs and textures into FSX the building looked allright (including the glass with sky reflection which looked GREAT! that didn't work before). That is the building did not looked b/w striped as in the MCX visual.

However, there was a problem I observed in FSX and that was the windows that had the Translucent Tinted Black/Grey had the checkerboard alpha pattern you posted in another thread.

[EDIT]
Tried the same workflow with your latest development release (r1253) instead of r1230. This time there were no textures replaced by black stripes, instead after step 4 (Draw Call Minimizer) the windows that had Translucent Grey/Black became solid black in MCX OpenGL visual. I proceeded with the whole workflow and tried in in FSX.

The result was that the windows that had the Translucent Gray/Black that got "blackened" in step #4 still had the checkered grey/white pattern that we always see when an alpha channel is depicted.

I tried yet again with the latest (r1253) this time by replacing the Tinted Glass Gray/Black with the Translucent Glass Blue and Translucent Glass Safety. In this ocassion after calling the Draw Call Minimizer (DCM) my white walls became black in the MCX OpenGL visual. As usual I proceeded with the whole workflow to produce a new FSX scenery/texture set. This time in FSX (despite the MCX blackening) the entire building is displaying correctly.

I believe there is some issue with the OpenGL and the DCM as well as with certain SketchUp translucent textures, in particular the Gray & Black ones.

I hope that helps.
 

Attachments

  • FSDev-MCXDev-Stripes.jpg
    FSDev-MCXDev-Stripes.jpg
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Last edited:
Hi,

Thanks for the details. I indeed fixed a bug recently that gave the white/black checkerboard textures. I will have another look at the other issues you reported.

Is the model you emailed me the one shown in this thread? Anyway I will test with that one.
 
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