Ok I was confused and then thought I wasnt, now I am again lol! I didnt realise bind was an actual term here, I assumed(yet again) it was meant in the literal sense ie like uv mapping all those textures internally as 1 - I didnt raise this last night as I took comets word that dbp uses limbs instead of submesh, yeah ok I already checked this but i was super tired when reading and just super confused myself. I have to learn to put the keyboard down once in a while. So by "bind" - is this a texture draw call?
Clearly am back to being confused, no surprises there! Part of me is thinking I wont get answers unless I get into direct x dev kit..which would mean not finding the limit for
certain for quite some time as it doesnt look easy at 1st look.
What I meant by submesh is that when you check out model editing package forums/tutorials the term is used a lot. I have also seen it referenced as subset but they tend to avoid this as subset term is used elsewhere. So when you follow instructions in tutorials the end result of what they refer to as submesh in dbp is multitexturing a mesh without using additional texture stages. ie faces per texture.
In terms of 200 poly and 200 textures - I dont believe anyone here was actually going to do that but merely use it as an example to get the message across? I certainly wasnt, am looking at a small number per zone of my goal test project. My real "need" in looking into this is down to batching smaller numbers of objects at LOD1 then combine 4*this number of objects at LOD2 and 4* this amount at LOD3. This coupled with the need to only load mesh data as few times as possible. Attached image is a rough layout of the lod levels where the surrounding 9 tiles where the spehere is centered at LOD1 would be hidden and individual objects used(LOD0). It works fine in tests with many tree placeholders on 1 diffuse atlas for all lod levels in the test, allowing for indivdual tree meshes across the board but loading indivdual textures in this manner would take forever. And of course then there is combining them for each LOD level.
Now I can do the tests with just the diffuse using "submeshes" but the second texture stage onwards would all have to be atlas`s again without being able to utilise a second grouping of "submeshes". Obviously I will still be using atlas`s to some degree but as 1 zone at lod 2 contains 4*lod 1 objects combined, switching textures per zone is only going to work if I can preprocess the media. I can live with no submeshes at texture stage 2 but it will limit how close to the camera i can make Lod changes as the second texture stage uvs would not be as good quality as first texture stage.
ok I havent explained this very well, hence why I opened the thread to specifically deal with submehes so as to a)find a useful way to produce the media and b)find out what the limitations of submeshes are. Dealing with the x format solved a) to some degree, so now Im focusing on b) - I can live with what I have so far - and may have to - all depends on what the limitation here is. If I had not lost my HDD`s I would upload the test project for sure, but I can`t and I am still rewriting it, in fact I stopped rewriting it when i saw the comments on how we can fix dbp thread so as to check this out so that should it prove useful I wouldnt have to do a second rewrite. So why am I mentioning this? So nobody asks me lol as this is best you might get in terms of an explanation from me!!
Quote: "There is no "submesh" concept in directx"
This is why i cant find anything then! I had been exasperated when searching msdn looking for submesh and subset! A lot of the time google has not been a good freind XD
So as things stand I will give this more thought now things that I thought were clear cut have been jumbled up once again! I would really appreciate it if we could do our best to stick to known facts(well ok, I to am guilty here) rather than folk saying this is the case then using words like "think", "not sure" at some point afterwards. This is all very very interesting and fun and I do appreciate all the comments and info regardless
Edit Note to self turn wordwrap off in notepad before copying and posting!!