geometry must be <= MAX_PRIMS
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README.md
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README.md
@ -14,15 +14,25 @@ On Linux, that's :
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1. You must first triangulate your mesh (manually or via the modifier).
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1. You must first triangulate your mesh (manually or via the modifier).
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* Your geometry must not exceed 460 triangles, or it won't load properly.
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2. When your model is ready, you can then vertex paint it. If you don't, the vertices colors will default to white.
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2. When your model is ready, you can then vertex paint it. If you don't, the vertices colors will default to white.
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* 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.
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* 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.
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3. Get the example code by Lameguy64 from [here](http://psx.arthus.net/code/primdraw.7z)
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3. Get the example code by Lameguy64 from [here](http://psx.arthus.net/code/primdraw.7z)
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4. Edit the `primdraw.c` file to reflect the values in your exported .c file :
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4. Edit the `primdraw.c` file
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* lines 29 and 30 to reflect the number of tris you want to be able to draw
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```c
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#define OT_LENGTH 2048 // Maximum number of OT entries
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#define MAX_PRIMS 1024 // Maximum number of POLY_FT3 primitives
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```
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seem to be safe values.
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* to reflect the values in your exported .c file :
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For example, if you export the start cube after vertex painting and triangulation :
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For example, if you export the start cube after vertex painting and triangulation :
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