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Ogre Limits ?
Posted: Mon Oct 18, 2010 3:24 pm
by IdeasVacuum
Hi marc_256
Given the purpose of your app, you may well exceed Ogre's max face/vertex total: 65535. I found this to be a killer issue in my own app. The solution would appear to be OpenGL, but I have not tried it yet.
Re: So, what project are you working on?
Posted: Mon Oct 18, 2010 7:37 pm
by marc_256
Hi IdeasVacuum,
Yes you are write...
With my second test (robot arm with detailed mechanism) I passed the max. of OGRE

,
So I was already looking for other solutions ...
The problem (time and money) is every time I switch to another 3D engine,
I have to study to understand and the use of it...
So, I hope that OGRE3D will be upgraded and also in PureBasic.
I do not know anything of OPENGL.
I just received a few minutes ago an Email from the guys of CGAL,
I have to download there DLL?? and see...
I study BLENDER's game engine now ...
Thanks,
Marc
Re: So, what project are you working on?
Posted: Mon Oct 18, 2010 7:56 pm
by PMV
IdeasVacuum wrote:Hi marc_256
Given the purpose of your app, you may well exceed Ogre's max face/vertex total: 65535. I found this to be a killer issue in my own app. The solution would appear to be OpenGL, but I have not tried it yet.
There is no limit.

(or can you show an example?

)
The problem is the implementation of PB. That is the limit, but not OGRE3D itself.
And i doesn't know about a limit of the PB-OGRE3D that says, it can only handle 65535 faces.
If that is true, the implementation is the problem.
OGRE3D is free and open source. If you really want to use it, you can write a wrapper.
I does not have enough time for it, but i'm waiting for this.
Btw. there is someone, who has started such a wrapper, but the site is offline
since some days.
There is still a chance, that the site is offline by an accident, so here is the url:
http://www.triskell3d.com/
MFG PMV
Re: So, what project are you working on?
Posted: Mon Oct 18, 2010 8:12 pm
by IdeasVacuum
Re: So, what project are you working on?
Posted: Mon Oct 18, 2010 8:35 pm
by marc_256
To PMV,
I love to use OGRE3D,
from my first test in the virtual 3D world,
it worked very well and fast, i could walk (ZQSD keys) and see all the parts in detail.
The only problem was to convert my 3D drawings in ogre's mesh format,
but this is done now.
I hope you are write...
Marc
Re: So, what project are you working on?
Posted: Wed Oct 20, 2010 10:23 am
by whertz
I've been working on a game for about 6 years now

. No, just on and off but I've recently got back into it and I'm hoping to get it finished soon. It's an old school 2d vertical shoot-em-up similar to Galaga. It is written in 100% PB and uses no api and only 2d commands and compiles to Linux too. Most of the game is complete, I even wrote a built in scripting language to move the aliens around and at the moment I'm finishing off the level editor. I don't have any screenshots yet because the graphics are going to be updated soon.
Between this I also wrote a trainer program for Frontier First Encounters called BUFFET, you can see screens and download it from
http://www.frontierastro.co.uk/Buffet/buffet.html (not my website by the way).
I also wrote a video database and cataloguing application but I have not released it.
All in all I have learned a lot over the years and become a better programmer through help from this forum and its helpful members.
Re: So, what project are you working on?
Posted: Fri Oct 22, 2010 11:17 am
by eesau
I must say that all of these projects look and sound really good.
Ogre3D limits
I presume the limit is per mesh?
Re: So, what project are you working on?
Posted: Mon Oct 25, 2010 2:09 am
by PMV
I have downloaded a mesh and converted it to a OGRE3D mesh with over 70.000 faces.
No crash. Loaded and displayed as it should. Also the CountRenderedTriangles()
displays the over 70k.
@eesau
Fred had written, there would be a limit per mesh.
MFG PMV
Re: So, what project are you working on?
Posted: Mon Oct 25, 2010 7:41 pm
by marc_256
Hi PMV,
My problem was the speed,
I use a ATHLON XP 3200+ processor at 2.8 GHz.
Windows XP pro SP3
With 1.5 Gb Ram
With my first (small) test it was all ok with the speed of the movements.
With the second test, it became very very slow.
Q1/ Where do you use CountRenderedTriangles()
is it just after RenderWorld() ?
Q2/ What for computer and OS are you using ?
Q3/ is the Graphic card important ?
Q4/ Is there a limit for OGRE and PB ?
Thanks,
Marc
Re: So, what project are you working on?
Posted: Mon Oct 25, 2010 9:32 pm
by IdeasVacuum
As I understand from what Fred's answer, 65535 is the limit per mesh. Would love to know how to go (way) beyond that limit but I found at the time that other Basics had exactly the same limit for their meshes.
Re: So, what project are you working on?
Posted: Mon Oct 25, 2010 10:01 pm
by PMV
@marc_256
>> My problem was the speed
True. The problem of the PB-Implementation is, that there are
many features missing of OGRE3D, which are essential important
to optimize the rendering. And i have the feeling, that the
PB-OGRE3D is bad implemented. The rendering is very slow, if you
have a far distance to objects (but "far" is relative). It seems to be
CPU-Limited. I have a AMD Phenom II X4 B55 and on ATI Radeon
HD 5670. The scene is not so much, that it could take the graphic-card
to sweat

The card could render many millions of polygons and
my scene has only 20k-100k.
>> Q1/ Where do you use CountRenderedTriangles()
>> is it just after RenderWorld() ?
shouldn't be important, because it shows the number of the last
rendered polygons on the last RenderWorld() call
>> Q2/ What for computer and OS are you using ?
Windows 7, Vista, XP (currently not installed

)
AMD Phenom II X4 B55 and on ATI Radeon HD 5670
4 GB RAM
(enough to play GTA IV which high settings but without shadows)
>> Q3/ is the Graphic card important ?
of course. it is the most important hardware for 3D-Graphics
>> Q4/ Is there a limit for OGRE and PB ?
after my test: no
@IdeasVacuum
Do you know a mesh, which can't be loaded with PB?
My test with a over 70000-mesh was successful
MFG PMV
Re: So, what project are you working on?
Posted: Tue Oct 26, 2010 1:44 am
by IdeasVacuum
Well, it is not unusual for CAD engineering models, saved as a mesh (e.g. STL or OBJ files) to have a very large number of faces. Now, what my app did was to load the face and vertex data into arrays for SetMeshData(). I found that if the max vertex data was exceeded, the 'extra' faces were not displayed.
Re: Ogre Limits ?
Posted: Tue Oct 26, 2010 5:20 pm
by PMV
Thanks rings for splitting the topics
I have tested it again. Now with a 120.000 Polygonemodel. I can load it.
I can see it. I can see all faces. CountRenderTriangles() displays
always 120k ... perfect. No limit.
But there is a limit by hardware (and SetMeshData()).
To address over 65.535 indices, it needs 32-Bit. Older graphiccards can
only address 16-Bit. Some newer on-board-graphic-chips can have this
limit, too. Older 3D-Model-Programs can have this limit, too. I have
read, that DirectX checks for this and will display on error. OpenGL
does not check this.
OGRE3D-Meshes can forced to be 32-Bit, but normaly they are addressed
as it needs (number higher than 65535). It is up to the exporter to handle
this.
SetMeshData() uses only 16-Bit, so it has the limit. I think it ignores any
number above. But what you can do, until there is a better version, you
can split the mesh in many smaller peaces.
This information is supplied without liability.
MFG PMV
Re: Ogre Limits ?
Posted: Tue Oct 26, 2010 5:35 pm
by IdeasVacuum
Hi PMV.
Now that is very interesting information. I take it that this means LoadMesh() is the way to go? So if I can translate other mesh file formats into the OGRE mesh format, the kids may change their minds about replacing me with a hamster......
Re: Ogre Limits ?
Posted: Tue Oct 26, 2010 7:47 pm
by PMV
The best free exporter i know is OgreMax, but it supports only non free software.
http://www.ogremax.com/downloads
(free for non-commercial use)
MFG PMV