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Some X-file's polygons are broken

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Some X-file's polygons are broken Empty Some X-file's polygons are broken

Post by Midnight Express Ginga81 Sat Apr 01, 2023 3:20 pm

https://bowlroll.net/file/250304
Station/Kis-Station-1/Parts01.x is broken like the screenshot below.

Some X-file's polygons are broken Screen25

similarly,
https://shirotamabve.wixsite.com/page1
'E231 series 1000 series & E233 series 3000 series'
しろたま/E231-1000R/E231-1000 2R.x etc. will also be broken.

Some X-file's polygons are broken Screen26

I'm not in a hurry, but if you have time, I would appreciate it if you could fix it so that it is displayed normally.
I would appreciate it if you could consider it.

Midnight Express Ginga81

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Post by leezer3 Sat Apr 01, 2023 7:38 pm

The issue with those is that they've got over 65,535 vertices in a single mesh.
It's overflowing the indexer, which uses ushorts for vertex indicies, presumably because no-one ever tried something with that many vertices before....

Changed this, but please note it'll increase memory consumption slightly. (Extra 2 bytes per vertex)

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Post by Midnight Express Ginga81 Sat Apr 01, 2023 10:04 pm

I see!
The cause was that more than 65535 were used in one mesh and it overflowed, isn't it?
Recently, data with elaborate interior decorations has been increasing, so I think it would be better to respond.
The corrected version now displays correctly.
Thank you very much for your prompt response.
Thank you!Some X-file's polygons are broken Screen27
Some X-file's polygons are broken Screen28

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Post by Midnight Express Ginga81 Sun Apr 02, 2023 8:59 am

It now displays correctly!
However, if you place 10 cars, the fps will be 1.
Will putting more than 65536 in one mesh slow things down?
If it doesn't seem like it can be improved, I'll try to use X with no interior, but if possible, I thought it might be better to be able to draw at high speed even with X.
Bve56, especially Railsim have a lot of huge size data, so...
You can place this file under the "しろたま" folder, read it as a train with OpenBVE, or display it as Extensions.cfg with ObjectViewer.
https://drive.google.com/file/d/1wIs8T7xfJ2R1zJ6Ut0uZyc4mMtG6smPu/view?usp=share_link

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Post by leezer3 Sun Apr 02, 2023 4:59 pm

That 10-car train runs at a comfortable 60fps here.

Your RX590 should be very close to the 1060 I've got, which suggests it's Linux related somehow.
First thing I'd try is the AMD propriatary drivers vs. amdgpu or vice-versa and see if there's a difference.

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Post by Midnight Express Ginga81 Sun Apr 02, 2023 9:21 pm

I am going to install 22.04's radeon drivers.
But, dependency is many, so I can't install and eternally loop.
I couldn't do 22.04 again.
So, I back to 20.04.
I want to recoverly to 22.04, but I will try the at least next day.
At 20.04, the data isn't read from 2%.

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Post by Midnight Express Ginga81 Tue Apr 11, 2023 4:12 pm

Today, I changed to NVIDIA, paid 50,000 yen to get GeForce RTX 3060 and changed the driver to NVIDIA.
But it was 1fps.
From this, it seems that AMD's CPU or Assimp's processing depends on CPU processing, and AMD's single core CPU clock speed is slower than Intel's.

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Post by leezer3 Thu Apr 13, 2023 6:59 pm

Just tried that in the Ubuntu 20.04 VM as a first step, using VMWare 3D accelerated graphics.
Some X-file's polygons are broken 4kEKdgy

Nice steady 65FPS, although that's with no AA / AF.
My CPU is an AMD 3800, so I can't see it being an issue there.
Assimp would only come into play when the model is loaded, not when it's drawn to screen.

Are you definitely using GL3.0 and the proprietary drivers?
This really feels like you're still running on MESA or something.

I'll try and test on Apple and a real Debian install.

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Post by Midnight Express Ginga81 Thu Apr 13, 2023 9:35 pm

Does AA/AF mean without interior objects such as straps and handrails?
Even my PC+RX590 had a high fps if it consisted of only the outside.
This time, I'm talking about displaying 10 cars that include vertices of 65535 or more, so I'd like you to try it there.
My sample that is using inside exteriors for Extensions.cfg, but did't you use it?
Not 「しろたまA」、use「しろたま」's.
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Post by leezer3 Fri Apr 14, 2023 7:13 pm

Please try the build from today- I think I see why there's been a difference between our results.

I've altered the default object optimisation settigs, which should now I think make this run as expected at your end.
Essentially, the default settings weren't squashing the faces, and as this has 20k faces per car without optimisation it slows things to a crawl.

Unfortunately, there are some transparency related glitches, which I'll have to take a closer look into (cab showing through the car exterior at some angles), but at least things should be a bit better now.

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Post by Midnight Express Ginga81 Fri Apr 14, 2023 7:26 pm

I've tested the latest build and it renders very fast, almost as if it's made from CSV.
Thank you very much!
Now I can borrow it and incorporate it into the route.
It was worth paying 50,000 yen to buy a graphic board and test it.
It's a board with performance that will probably be in the top 10 as of today, so I'm going to use it.Some X-file's polygons are broken Screen30

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