From f7edd9780dc69409f1bd221b9f8e7ae23a1dfab0 Mon Sep 17 00:00:00 2001 From: ABelliqueux Date: Sun, 27 Dec 2020 13:23:06 +0100 Subject: [PATCH] geometry must be <= MAX_PRIMS --- README.md | 18 ++++++++++++++---- 1 file changed, 14 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index a7b3309..cba317d 100644 --- a/README.md +++ b/README.md @@ -13,16 +13,26 @@ On Linux, that's : # Steps to load your mesh 1. You must first triangulate your mesh (manually or via the modifier). - - * Your geometry must not exceed 460 triangles, or it won't load properly. - + 2. When your model is ready, you can then vertex paint it. If you don't, the vertices colors will default to white. * If you modify your geometry *after* vertex painting, the plugin will faile to export the mesh. This is because the vertex color data is set to 0 each time you modify your geometry. 3. Get the example code by Lameguy64 from [here](http://psx.arthus.net/code/primdraw.7z) - 4. Edit the `primdraw.c` file to reflect the values in your exported .c file : + 4. Edit the `primdraw.c` file + + * lines 29 and 30 to reflect the number of tris you want to be able to draw + +```c +#define OT_LENGTH 2048 // Maximum number of OT entries +#define MAX_PRIMS 1024 // Maximum number of POLY_FT3 primitives +``` +seem to be safe values. + + + + * to reflect the values in your exported .c file : For example, if you export the start cube after vertex painting and triangulation :