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From: Stefan Viljoen
Subject: Can Warp's compressor do Mesh2 with textures?
Date: 27 Nov 2005 08:42:21
Message: <4389b7bc@news.povray.org>
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Hi all
I've tried to compress a mesh2 object with an included texture file with
Warp's nifty mesh compression program. This it the mesh2 - I got from an
export from PoseRay:
//Seat_pov_geom.inc
#include "seat_POV_mat.inc" //UV textures used in the mesh
object seat_= mesh2{
vertex_vectors{
30726,
<0.671223,0.8849202,-0.4263052>,
<0.6957603,0.8849202,-0.4263052>,
<0.7201734,0.8849202,-0.4263052>,
<0.7442579,0.8849202,-0.4263052>,
<0.7678812,0.8849202,-0.4263052>,
.
texture specs
.
indices
.
<122667,122668,122669>,
<122670,122671,122672>,
<122673,122674,122675>
}
}
However, when trying to compress it meshcomp.exe repsonds with
No objects found
the commandline being
meshcomp -y -m -x C:\seat_POV_geom.inc C:\seat_POV_geom.pcm
Can the meshcomp program be used to compress mesh2 textures (and make the UV
textures maps still work right in the resulting compressed mesh?)
Thanks!
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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From: St
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 27 Nov 2005 09:11:41
Message: <4389be9d@news.povray.org>
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"Stefan Viljoen polard.com>" <spamnot@<removethis> wrote in message
news:4389b7bc@news.povray.org...
> (and make the UV textures maps still work right in the resulting
> compressed mesh?)
I'm not sure, it's a long time since I've used it. Have you tried
commenting out uv-mapping in your 'seat_POV_geom.inc' file? (At the end of
the file).
~Steve~
>
> Thanks!
> --
> Stefan Viljoen
> Software Support Technician / Programmer
> Polar Design Solutions
>
>
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From: Warp
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 27 Nov 2005 09:26:10
Message: <4389c202@news.povray.org>
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The newest version of the mesh compressor fully supports mesh2. You can
download a beta of the windows version here:
http://warp.povusers.org/WinMeshcomp30_beta3.zip
Unfortunately there are no macros to read the new format yet.
--
- Warp
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From: Stefan Viljoen
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 28 Nov 2005 01:13:09
Message: <438a9ff3@news.povray.org>
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Warp spake:
> The newest version of the mesh compressor fully supports mesh2. You can
> download a beta of the windows version here:
>
> http://warp.povusers.org/WinMeshcomp30_beta3.zip
>
> Unfortunately there are no macros to read the new format yet.
Hi
Thanks for the replies guys, I'll take a look. Hey Warp, any idea when you
will do the macros? (I know its a free program, and your answer will
probably be "when I feel like it" but I ask anyway...:)
I assume that this also means that I cannot read a "new" PCM compressed mesh
with the "old" macros, or will they just leave out texture info in mesh2
meshes?
Thanks a lot!
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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From: Stefan Viljoen
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 28 Nov 2005 01:15:56
Message: <438aa096@news.povray.org>
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St. spake:
>
> "Stefan Viljoen polard.com>" <spamnot@<removethis> wrote in message
> news:4389b7bc@news.povray.org...
>
>> (and make the UV textures maps still work right in the resulting
>> compressed mesh?)
>
> I'm not sure, it's a long time since I've used it. Have you tried
> commenting out uv-mapping in your 'seat_POV_geom.inc' file? (At the end of
> the file).
>
> ~Steve~
Hi Steve,
I haven't tried it yet, but the whole point of the effort for me is to
reduce the size of the mesh -and- have the UV mapping still work - so if I
comment out th UV specifications, the question is moot. I can then just as
well use the uncompressed mesh.
Ever used Blender? The meshes are sourced from there, exported in OBJ format
and then converted using PoseRay - Blender is fine for me personally but
its .OBJ exporter seems to be a bit lavish with its triangles. Any idea how
I can make Blender be less profligate with exports?
I wonder because the .blend file for the particular object is 1MB, while the
final .OBJ is more than 10MB...
Thanks again,
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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From: Stefan Viljoen
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 28 Nov 2005 01:18:19
Message: <438aa12a@news.povray.org>
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Warp spake:
> http://warp.povusers.org/WinMeshcomp30_beta3.zip
Thanks for the URL - why no link on your page to this file? Because it isn't
quite readly for release (_beta3)?
I got there myself yesterday, and posted the question because I could see no
never version than the one I had (Version 2).
Anyway, my two cents.
Kind regards,
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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From: St
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 28 Nov 2005 04:32:58
Message: <438aceca@news.povray.org>
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"Stefan Viljoen polard.com>" <spamnot@<removethis> wrote in message
news:438aa096@news.povray.org...
> St. spake:
>
>>
>> "Stefan Viljoen polard.com>" <spamnot@<removethis> wrote in message
>> news:4389b7bc@news.povray.org...
>>
>>> (and make the UV textures maps still work right in the resulting
>>> compressed mesh?)
>>
>> I'm not sure, it's a long time since I've used it. Have you tried
>> commenting out uv-mapping in your 'seat_POV_geom.inc' file? (At the end
>> of
>> the file).
> Hi Steve,
>
> I haven't tried it yet, but the whole point of the effort for me is to
> reduce the size of the mesh -and- have the UV mapping still work - so if I
> comment out th UV specifications, the question is moot. I can then just as
> well use the uncompressed mesh.
I use wings, poseray, pov, and always uncomment uv_mapping in my .inc
file, and uv_mapping still works, (it doesn't if I don't uncomment),
although, as you're using Blender, it may not be the same.
>
> Ever used Blender? The meshes are sourced from there, exported in OBJ
> format
> and then converted using PoseRay - Blender is fine for me personally but
> its .OBJ exporter seems to be a bit lavish with its triangles. Any idea
> how
> I can make Blender be less profligate with exports?
>
> I wonder because the .blend file for the particular object is 1MB, while
> the
> final .OBJ is more than 10MB...
I've tried Blender but find it messy. But no, sorry, I can't help with this
apart from I do know that it works fine with wings .obj's, although that was
some time ago now.
Good luck! :)
~Steve~
>
> Thanks again,
> --
> Stefan Viljoen
> Software Support Technician / Programmer
> Polar Design Solutions
>
>
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From: Warp
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 28 Nov 2005 09:12:08
Message: <438b1038@news.povray.org>
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Stefan Viljoen <spamnot@ <removethis>polard.com> wrote:
> I haven't tried it yet, but the whole point of the effort for me is to
> reduce the size of the mesh -and- have the UV mapping still work - so if I
> comment out th UV specifications, the question is moot. I can then just as
> well use the uncompressed mesh.
The PCM format will not reduce the size of the data compared to mesh2
(it does compared to mesh). The mesh2 already uses a more compact way of
representing the data, very similar to what the PCM format does.
The only advantage you will get from the PCM format is that you will
have access to the vertex and other information, which allows you to eg.
apply deformations, fur and other things to the mesh.
--
- Warp
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From: Warp
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 28 Nov 2005 09:13:35
Message: <438b108f@news.povray.org>
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Stefan Viljoen <spamnot@ <removethis>polard.com> wrote:
> Thanks for the replies guys, I'll take a look. Hey Warp, any idea when you
> will do the macros? (I know its a free program, and your answer will
> probably be "when I feel like it" but I ask anyway...:)
The macros are not made by me but by Chris Colefax.
If you simply want to read the PCM file and create a mesh2 from it,
it should be fairly trivial to do such a macro yourself. The text file
which comes with the program explains detailedly the file format.
--
- Warp
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From: Stefan Viljoen
Subject: Re: Can Warp's compressor do Mesh2 with textures?
Date: 29 Nov 2005 02:51:38
Message: <438c0889@news.povray.org>
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Warp spake:
> Stefan Viljoen <spamnot@ <removethis>polard.com> wrote:
>> I haven't tried it yet, but the whole point of the effort for me is to
>> reduce the size of the mesh -and- have the UV mapping still work - so if
>> I comment out th UV specifications, the question is moot. I can then just
>> as well use the uncompressed mesh.
>
> The PCM format will not reduce the size of the data compared to mesh2
> (it does compared to mesh). The mesh2 already uses a more compact way of
> representing the data, very similar to what the PCM format does.
!
Ok - my mistake. I was under the impression the size of a mesh2 can be
compressed as well. Thanks for putting me right.
> The only advantage you will get from the PCM format is that you will
> have access to the vertex and other information, which allows you to eg.
> apply deformations, fur and other things to the mesh.
Ok - my mistake again. Thanks Warp!
Regards,
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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