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Does anyone know the exact publish settings scenebuilder is using, when the only thing you change in sb is GeometryPrecission = 24?
I am doing the scenerio load ASE, publish mts/mtx in the sdk example, but by default you do not get the same filesize as when publishing from sb with GeometryPrecission = 24.

I have difficulties making it behave the same way - meaning that when I publish, I can more or less get the same filesize(by making this call
publisher->SetParams(1.1f, 60, 60, true, saveMTZ)Wink, but there is a difference when loading the files into sb after that. It is like the texture is loaded one second after the geometry. When publishing from scenebuilder, it only takes a split second. Then I went on and called SetMinimalCompression(), and it gives me the correct result(concerning the loadtime of textures), but the filesize now increased x5.

Anyone?
 
Posts: 47 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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If i understand correctly, you want to know the correspondence between IMTS_Publish::SetParams(...) function parameters and SceneBuilder's (default) parameters. There is some confusion because they are not the same...

So, default parameters in IMTS_Publish.h :
IMTS_Publish::SetParams(0.8, 60, 30, true, false, false, 80)

Default parameters in SceneBuilder:
SetParams(0.8, 60, 60, false, false, false, 80)

First parameter, GeometryQuality, has range 0..2, so when you mentioned GeometryPrecission = 24 - it should be actually 2.0f (Nbits published = 12.5 * gQ)

So, if you want file published as in SB, but with maximum geometry precision - specify
SetParams(2.0, 60, 60, false, saveMTZ)
 
Posts: 23 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hello Baga...

Yes, it did the trick. Thanks a lot.

Still I am a little confused concerning the GeometryQuality. When setting it to 2, it makes the filesize grow 10% compared to a scenebuilder publish with GQ = 24. Setting it to 1.1 - 1.2, makes the size equal to a scenebuilder publish. Can you clarify this?

Anyway thanks a lot for the answer. It seems as if it was the use of trixels(whatever that is), that makes the update of texture slower.
 
Posts: 47 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Hi gooky,

Yes, you are correct - the delay most likely was because of trixels. It is just another image compression algorithm. In some cases it compresses much better then JPEG, but is somewhat slower. You have to try to find out which one suits you better.

As for discrepancy in file size - theoretically sizes should be the same... What versions of SceneBuilder and SDK you are using?

-- Baga
 
Posts: 23 | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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