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Dark GDK / Statistic...

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Jna99
19
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Joined: 3rd Nov 2005
Location: Portugal
Posted: 20th Aug 2007 19:14
Hi I believe that the statistics(1) command is not returning true triangle count values, e.g I've got a sphere (100 rings 100 segments) and a plain and statistics is giving me 20000 triangles....

CattleRustler
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Location: case modding at overclock.net
Posted: 20th Aug 2007 20:57 Edited at: 20th Aug 2007 20:58
100 * 100 = 10,000 Polys (most likely all quads)

each quad is cut in half from corner to corner to form a triangle

10000 quad poly's * 2 = 20000 triangles

video cards draw triangles to form meshes, its the fastest geometric shape to draw since each vert is always on the same plane

My DBP plugins page is now hosted [href]here[/href]
lwatson
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Location: Lincoln, RI USA
Posted: 21st Aug 2007 00:09
But should the topmost and bottommost rings be comprised of all triangles already?

That would yield 98 * 100 polys likely quads and 2 & 100 polys already triangles thus 19900 triangles...

Unless the sphere primitive builds with all quads and the top and bottom points are duplicated....

Lonnie Allen Watson
rmag.blogspot.com (blog)
Jna99
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Location: Portugal
Posted: 21st Aug 2007 00:24
....to support my thesis I capture what I think is a bug on statistics, I'm building an asteroid field, to do that I'm using an asteroid that has 5800 polygons since my asteroid field has 50 asteroids = 290000...unbearable of course, so I decided to reduce the polygons on the asteroid to 1832 when I load that asteroid my asteroid field instead of having 90000 has 400000??! see the attach for exe and media...

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CattleRustler
Retired Moderator
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Location: case modding at overclock.net
Posted: 21st Aug 2007 00:56 Edited at: 21st Aug 2007 01:06
if the Statistic function is broken or not is really a question for the bug report forum. Earlier with your sphere I showed that the value it reported was correct, because of how triangles relates to polys (2 to 1) but this may not always be the exact number, it really depends on the mesh in question and how it was modelled. 2 to 1 should be used as a baseline only.

If I make a sphere in XSI, 36x36 UV, and triangulate it I get around 2500+ triangles, which is about right (36*36*2).

I would just try to use as little polys as possible within acceptable limits to the eye, and make your game, and see where you start to notice where the polys begin to overtake the engine. "Triangles" are the concern of the rendering pipeline, and for bloated advertising purposes, for video cards
If you are concerned about the function then maybe search/post in bug forum. Theres probably more to it than I have been able to explain - but I have relayed what I know.

EDIT: Your asteroid.x model reports 11004 triangles in SI:XSI 6
EDIT: Your ast4.x model reports 5880 triangles in SI:XSI 6

My DBP plugins page is now hosted [href]here[/href]
Jna99
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Joined: 3rd Nov 2005
Location: Portugal
Posted: 21st Aug 2007 02:19
CattleRustler I'm sorry I forgot to commit subdivide....so AC3D didn't count all the polys

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