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Object3D.build appear to create more unique vertices. Why?

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iguatemi:
Hi, does anyone know why does Object3D.build appear to create more unique vertices? This is getting me into trouble when skinning.


--- Code: ---Mesh aMesh = anObject.getMesh();
System.out.println("Before build");
System.out.println("Mesh Vertices: " + aMesh.getVertexCount());
System.out.println("Mesh Unique Vertices: " + aMesh.getUniqueVertexCount());
System.out.println("Mesh Triangles: " + aMesh.getTriangleCount());

System.out.println("After build");
anObject.build();
System.out.println("Mesh Vertices: " + aMesh.getVertexCount());
System.out.println("Mesh Unique Vertices: " + aMesh.getUniqueVertexCount());
System.out.println("Mesh Triangles: " + aMesh.getTriangleCount());

--- End code ---

Output

--- Code: ---Before build
Mesh Vertices: 4644
Mesh Unique Vertices: 786
Mesh Triangles: 1548
After build
Mesh Vertices: 4644
Mesh Unique Vertices: 794
Mesh Triangles: 1548

--- End code ---

EgonOlsen:
These are for the bounding box. They belong to no triangles.

AGP:
What about the number of what must be duplicate vertices? For instance, we have a model with 786 unique vertices. Its Mesh, however, has 4644 vertices (while the number of triangles is the same between jpct and 3ds max).

EgonOlsen:
I'm not sure what your actual question is here!? It merges vertices when it can and you haven't turned it off, sooo... that's what it does here, too...

AGP:
This is about the skinning issue. The point is that the vertices are NOT merging/welding. Should they be?

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