CModTool 1.0.1 for OS X

General discussion about Celestia that doesn't fit into other forums.
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Cham M
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Joined: 14.01.2004
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Post #21by Cham » 18.10.2006, 18:22

rthorvald wrote:... What weird behaviour do you get with the optimize triangle lists option?

- rthorvald


Firstly, I don't notice any improvement in rendering or frame rate. Second, look at your models in wireframe mode. You'll notice lots of weird lines inside the models, which aren't there if you don't use the optimize triangle list option. In some cases, I even saw a major decrease in FPS with that option used. In some cases, there are no lines inside, but very frequenly, the strange lines are there, inside the model.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"

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dirkpitt
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Post #22by dirkpitt » 18.10.2006, 23:20

rthorvald wrote:
dirkpitt wrote:Could you mail me the 3ds and let me know what settings you used?

See PM.

- rthorvald


Thanks. This model is weird in that converting 3ds -> cmod using 3dstocmod results in "nan" ("not a number") texture coords in some cases. cmodfix (actually, AsciiModelLoader -- which is actually a part of Celestia) appears to have a bug where it does not handle this case gracefully. In short, it cleans out the vertex data but keeps on trying to read vertices and thus crashes. Theoretically, Celestia itself should also crash when reading the same model but I haven't tested this yet.

I'm not sure what should be done about "nan" tex coords... perhaps they should just be discarded by cmodfix and Celestia.


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