Hi guys not too sure if this is the right place to post this but here goes (please move it mods if its wrong thanks )
Ok so now the game I have been working on is now into model loading stage, my programmer has chose to use the .pod format for our iPodTouch / iPhone platform game but the model I have exported is giving him error from the glDrawelemet I have no idea whats wrong please help in anyway, below are a few approaches I have tried
1. Normal mesh, skinned and exported, I think due to the 8 bone limit per mesh for the .POD format causes the mesh not to follow the bone animation (No errors, except for mesh not following)
2. Broken up mesh(1 Color = 1 Mesh), as in the image posted below. (so each mesh only has less than 8 bones controling it) This causes the glDrawelemet problem, even after I closed all the "holes" in the mesh and mannualy triangulated the mesh.
I am guessing that the .POD format doesn't export more than X amount of meshes in each file, X refers to a number. (I hope you understand, I don't really understand what I typed also lol)
I am pretty much dry of ideas on how to solve it. I tested the above approach with a much simpler cylinder model and it seemed to work.
Thanks in advance, for any help =)
xiaobaizhu2009-05-20 05:19:06
Hi,
Hi, thanks for the speedy reply
Error report (Updated)
Prompt - Program received signal: "EXC_BAD_ACCESS".
Image below
I have no idea how it works, so ya I only hope it helps XD
I am using the 3DsMax2009 .POD exporter
Below is the attached screeny of my settings
Will send the files to the attached email, but do keep it private. Thanks =)
If there's anything else you need do let me know.
xiaobaizhu2009-05-20 17:48:00
Hi guys, the problem has been solved.
.POD is quite sensitive to how the information in the mesh and skin is created, I find, resetting your mesh and removing all skin related modifiers, re skin them and it should work just fine.
I hope my head banging saved you from your head banging.
Justin
xiaobaizhu2009-05-21 03:54:55
Justin,
Thanks for the re-assurance, we should be fine without the NDA =)
And yup, its probably an compatibility issue with the OpenGL versions, not really a programmer so just happy its working lol.
As for float matrix, I not too sure what it means, care to elaborate? If its regarding code, I will pass on the info on to my programmer if not would love to know how to optimize my model even more!
Thanks for all the help,
Justin
I think Carlos is referring to the vertex vector format and the corrsponding box in the exporter where your screenshot shows that you’re using a float value for the Bone weights value. You could reduce the total size of your vertex information by changing this to byte and potentially help performance.