Limitation in the number of objects?

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Limitation in the number of objects?

Post  kouky on Mon Mar 30, 2009 4:18 pm

When I export a scene containing about 10 objects, even if they all appear in the sio2 archive "object"folder, only a few of them are displayed in by the iPhone simulator.

Is there a maximum of objects you can use with the 3D engine?

Should I always merge all meshes into one single object before exporting?

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Re: Limitation in the number of objects?

Post  sio2interactive on Mon Mar 30, 2009 4:50 pm

Verify that the pivot points of all object is centered in order for the culling method to work properly...

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Re: Limitation in the number of objects?

Post  kouky on Mon Mar 30, 2009 5:11 pm

No it doesn't seem that was the issue.
But I may have found what is the problem:

When you duplicate an object in blender, for example "Plane", the duplicated object default name is "Plane.001"
I my case, sio2 doesn't render it.
But if I rename "Plane.001" to "Plane2", then it's fine.

It seems that sio2 doesn't like objects names including a dot.
Maybe when objects are parsed by sio2, what's behind a dot is ignored, as if it was a file extension, and so you end up with 2 objects called "Plane"...
Does it make sense?

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Re: Limitation in the number of objects?

Post  Francescu on Mon Mar 30, 2009 5:38 pm

You should look at tutorial06 - there are a lot of objects and most of them are duplicates (with names of convention such objInstanceName.00x) and sio2 has no problem loading them. I have some myself following this naming convention and they always get rendered...I did make sure pivots were centered as well doing Ctrl-A in blender for visual transform and scale/rotation....

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Re: Limitation in the number of objects?

Post  oioioi on Tue Mar 31, 2009 5:15 am

Add this to your loading code:
sio2ResourceBindAllInstances( sio2->_SIO2resource );
This is for 1.3.2 so it may have changed

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Re: Limitation in the number of objects?

Post  sio2interactive on Tue Mar 31, 2009 8:12 am

Please review the video tutorial06 and review the source code...

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