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Author Topic: Progressive meshes (TOOL RELEASE)  (Read 5899 times)
JukkaKevät
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« Reply #20 on: February 02, 2008, 06:28:42 AM »

Excellent!

It keeps UV's coordinates so nicely...  Cheesy
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vsleepy
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« Reply #21 on: February 03, 2008, 09:34:38 AM »

how the heck did i miss this one! thankyou thankyou thankyou!
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Craigomatic
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« Reply #22 on: February 03, 2008, 05:56:32 PM »

Thanks for posting this one!

I've had a go at integrating it but have hit a stumbling block, does anyone know why this line might fail?

Code:
Mesh tmpD3dMesh = new Mesh(Core.DXInternals.GetD3DMesh(tvmesh.GetIndex()));

It gives me an AccessViolation every time. The TVMesh is loaded correctly, the GetD3DMesh returns a pointer, but the construction of the Mesh object seems to not like the pointer im giving it?
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aksoysoft
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WWW
« Reply #23 on: February 04, 2008, 04:14:59 PM »

thanks.  Wink
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uncasid
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« Reply #24 on: June 01, 2009, 08:55:52 AM »

The links don't work.  Does anyone still have the code for the c# port?
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Lenn
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+/-


« Reply #25 on: June 01, 2009, 09:11:40 AM »

Here you go.
Link to the tool download :
http://agt.110mb.com/Files/jviper-ProgressiveLOD_Tool.zip

Link to Hypnotron 's C# port :
http://agt.110mb.com/Files/MeshUtils.zip

These links work!
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TV3D 6.5 Community Docs - Read, use and please contribute!
uncasid
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« Reply #26 on: June 01, 2009, 12:45:48 PM »

LOL, that wasn't working earlier!
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DavidAWinter
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« Reply #27 on: June 01, 2009, 01:16:33 PM »

Hi there.

I haven't played around with this yet, but any thoughts on how effective this would be semi-real time? What I mean by that is, say an object ends up being "20 yards" from the camera, how fast would it be to generate a lower count mesh, and then if the object was closer, it was switched back to the standard resolution?

The distance check would be done every frame, but the compution of the meshes would only happen as required.
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DavidAWinter
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« Reply #28 on: June 02, 2009, 03:29:27 PM »

Hi again, one other question.

I noticed in the sample (I was playing around with this last night) that static meshes are supported but not actors.

Has anyone been able to make this work for Actor meshes? I know the MSFT sample does actors (animated meshes) but wasn't sure if this code was built to handle it.
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Hypnotron
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« Reply #29 on: November 06, 2009, 06:54:43 PM »

somebody had asked for some fresh links...  read previous posts in the thread to know the difference between the two links

vb + gui
http://www.makosoft.com/stuff/jviper-PLOD_Tool.zip

c# dll
http://www.makosoft.com/stuff/MeshUtils.rar

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