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[Enhancement] GameCube Tri/Vert Count Optimization / Ineffiency Fix #66

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dreamsyntax opened this issue Oct 15, 2024 · 1 comment
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enhancement New feature or request

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@dreamsyntax
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dreamsyntax commented Oct 15, 2024

Per #60 (comment)

Geo optimization findings:

Xbox native and PC native 'obj' -> export -> import = 1:1 tri/vert
Gamecube native 'obj' -> export -> import = increased tri/vert
Not tri-strip related.
GC specific code has an issue in RWFile or importer func

It may be worth still exploring tri-strip support, but first this GC inconsistency must be fixed.
@dreamsyntax dreamsyntax added the enhancement New feature or request label Oct 15, 2024
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dreamsyntax commented Oct 15, 2024

In BSP_IO_Heroes.cs

        private static void GetAtomicTriangleList(StreamWriter OBJWriter, AtomicSector_0009 AtomicSector, ref List<Triangle> triangleList, ref int totalVertexIndices, bool isCollision, bool flipUVs)
        {
            if (AtomicSector.atomicSectorStruct.isNativeData)
            {
                GetNativeTriangleList(OBJWriter, AtomicSector.atomicSectorExtension, ref triangleList, ref totalVertexIndices, flipUVs);
                return;
            }

            //Write vertex list to obj

The above code only runs for GameCube on export. Xbox never enters in the

if (AtomicSector.atomicSectorStruct.isNativeData)

section of the code.

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