n4gix
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While working one of my projects, I've finally run across a model for which the complexity has become a major stumbling block to progress. To wit, the overhead panel for a 737-200C...
This thing has so many moving parts (switches, switch guards, knobs, needles, etc.) that the overhead (pun intended) cost is enormous!
Just by itself the completely animated and scripted overhead panel has:
29,326 Texture Vertices (tverts) and 161 Drawcalls (DCs)!
The complete cockpit alone has:
143,274 tverts and 667 DCs...
Although this successfully compiles, I've noticed that some of the smaller objects, such as the compass ball, and some LED lights are not being drawn in the sim at all, which of course is quite unacceptable!
I've been trying to find a workaround this problem for the past two weeks and I'm at my wit's end. I even took the time to strip out any and all mesh that can't be seen (such as the fully detailed seat bases, 3d circuit breakers, and so forth), but even reducing the total poly count hasn't fixed the disappearing parts issue...
Worst of all, should I include anything other than the cockpit in the model, the animated ailerons, spoilers, leading edge devices, flaps, rudder and elevator/horizontal stabilizer B L O W UP into huge, misplaced and unanimated objects in the scene...
I've also taken the time to eliminate all of the warnings about Degenerated Polys, and made certain that two errors about "Index Buffers" overflowing (too many tverts per FSX Material) have been eliminated.
Any suggestions beyond what I've already tried?
This thing has so many moving parts (switches, switch guards, knobs, needles, etc.) that the overhead (pun intended) cost is enormous!
Just by itself the completely animated and scripted overhead panel has:
29,326 Texture Vertices (tverts) and 161 Drawcalls (DCs)!
The complete cockpit alone has:
143,274 tverts and 667 DCs...

Although this successfully compiles, I've noticed that some of the smaller objects, such as the compass ball, and some LED lights are not being drawn in the sim at all, which of course is quite unacceptable!
I've been trying to find a workaround this problem for the past two weeks and I'm at my wit's end. I even took the time to strip out any and all mesh that can't be seen (such as the fully detailed seat bases, 3d circuit breakers, and so forth), but even reducing the total poly count hasn't fixed the disappearing parts issue...
Worst of all, should I include anything other than the cockpit in the model, the animated ailerons, spoilers, leading edge devices, flaps, rudder and elevator/horizontal stabilizer B L O W UP into huge, misplaced and unanimated objects in the scene...

I've also taken the time to eliminate all of the warnings about Degenerated Polys, and made certain that two errors about "Index Buffers" overflowing (too many tverts per FSX Material) have been eliminated.
Any suggestions beyond what I've already tried?








