Hey all,
I was trying out vertex coloring my static environment instead of lighting it to see if it would render any faster. I placed my point lights in XSI to match my in game scene and got something in XSI that looked comparable. I then exported to fbx and when I got it in the editor and applied a vertex-color only shader, the colors are in the correct general areas, but it looked very messed up, with lots of discontinuity of vertex color along edges. What I think happened is that XSI spit out per-face-per-vertex color (my vert count nearly doubled in the stats window, so that supports the theory). Even so, it shouldn’t look like that unless the engine is assuming per-vertex only color (which I’m assuming it is) and is therefor getting the color indices messed up. Obviously, besides looking bad, this would also be terrible for tri-stripping… Hmm, maybe the engine, when it tri-stripped it, got confused about the color-indices? Has anyone seen this, or something similar? Maybe there is an XSI option when setting vertex colors? (I’m not an XSI expert)…
Any ideas? Does my theory sound at least plausible?
Thanks,
-jdm