5,389
edits
m (256, actually. The possibility to extend the IDXA's range by 4094 is anecdotal) |
m (duh; cel-shade doesn't need lightmapping) |
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:*:The amount of other visible geometry (characters, particles etc) does not affect this limit. | :*:The amount of other visible geometry (characters, particles etc) does not affect this limit. | ||
:*only up to 262140 triangles (e.g., as 131070 quads) are allowed in a level's environment. Attempting to load a level with 262141 environment triangles (as any combination of triangles and quads) will cause Oni to [[Blam]]. | :*only up to 262140 triangles (e.g., as 131070 quads) are allowed in a level's environment. Attempting to load a level with 262141 environment triangles (as any combination of triangles and quads) will cause Oni to [[Blam]]. | ||
:*:(N.B. This has been identified as a bug that will be fixed in future versions, so that the theoretical maximum of 1,052,670 quads (2,105,340 triangles) can be reached: if you cut a level into "sections" ("rooms" or "scenes") where you can view no more than 8192 triangles at once, then basically you are allowed to have 256 such "sections" in a level. If you add an extra set of environment polygons for cel-shading or lightmapping, then the limit will be cut in 2 or | :*:(N.B. This has been identified as a bug that will be fixed in future versions, so that the theoretical maximum of 1,052,670 quads (2,105,340 triangles) can be reached: if you cut a level into "sections" ("rooms" or "scenes") where you can view no more than 8192 triangles at once, then basically you are allowed to have 256 such "sections" in a level. If you add an extra set of environment polygons for cel-shading and/or lightmapping, then the limit will be cut in 2 or 3.) | ||