Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you are already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
pss on DrawTex; too lazy
Topic Started: Apr 25 2009, 07:47 AM (737 Views)
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
Idea: Use 1 model instead.

Easy pie. I know that the mesh max is 65535.
Blog|EHS
Offline Profile Quote Post Goto Top
 
57E
Member Avatar
Forum Leader
[ *  *  *  *  * ]
Dr. Best
Apr 26 2009, 01:02 AM
skarik
Apr 26 2009, 12:55 AM
ashrat3000
Apr 25 2009, 11:04 PM
erm, I'm going to need more than 2400 primitives (or whatever number that was)

Dammit.

Well, your limit is 65000 or something like that.
For future reference, here is the full list of ugly and unnecessary limits in Ultimate 3D 2.1:
Code:
 
// This enumeration contains the maximum indices +1 for the different object types
enum MAXIMUM_INDEX{
IMAX_CAMERA=32,
IMAX_PORTAL=3000,
IMAX_ROOM=2000,
IMAX_MODEL=1500,
IMAX_OBJECT=15000,
IMAX_PRIMITIVE=25000,
IMAX_GROUP=2500,
IMAX_TERRAIN=100,
IMAX_LIGHT=100,
IMAX_FONT=100,
IMAX_PSS=100,
IMAX_PARTICLE_SYSTEM=1000
};


In Ultimate 3D 3.0 the (theoretical) object count limit is 4.3 billion for every object type, but the management is still significantly more efficient than the one used in Ultimate 3D 2.1. Templates FTW.
Yes yes you can call me Igor.

But I found myself wondering what the objects in the "IMAX_OBJECT=15000," actualy are?
Edited by 57E, Nov 10 2010, 08:15 PM.

Offline Profile Quote Post Goto Top
 
Dr. Best
Member Avatar
Administrator
[ *  *  *  *  *  * ]
IMAX_MODEL defines how many different model files or custom models can exist at a time. IMAX_OBJECT defines how many instances of these models can exist at a time (i.e. one call to LoadMesh() creates one object).
Offline Profile Quote Post Goto Top
 
« Previous Topic · Questions about Ultimate 3D · Next Topic »
Add Reply