Most of the time this loss of precision isn't noticeable but when it comes to items like hairs which include part of the skull which is supposed to match seamlessly with character's face, the precision loss causes visible gaps to appear between the face and skull meshes. This is because the difference between original vertex coordinate and the one encoded as half-float can be as large as ~0.5mm
The default game meshes work around that by having their vertex position stream encoded as full floats (FLOAT4 data type)
Question: how can i force the GraphicsProcessorMSH to do the same thing i.e. export the "Position" stream in FLOAT4 format instead of FLOAT16_4 it does by default?
edit:
Turns out, the version of program located in tools/export_processors/ is different from the same program located in ResourceBuild/Processors/MSH/
the graphicsprocessorMSH located in ResourceBuild/ generates proper full floats data and as such is the one to use.
Modifié par tmp7704, 01 juillet 2010 - 05:05 .





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