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MSFS MCX Crash on Resize all to multiple of 4

=rk=

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Seeing them in SketchUp you mean? I don't think SketchUp supports vertex colors. Or do you refer to another modelling tool here?
Perhaps not Sketchup directly unfortunately, but I think Gary worked out a process using a helper app. 3ds Max appears to allow it possibly, although I see no allegory to projecting a simple image the way Dick demonstrated using Blender in another thread. Autodesk's approach to materials is fundamentally different from Sketchup, so it's been challenging making way. It is almost like the material is composed first, then the polygons are used to flesh it out, whereas Sketchup textures are more of an afterthought and materials do not exist whatsoever.
No, they still cost a drawcall. It's that you can render different colors in one drawcall by using vertex colors. The color information is stored with the vertex, so the sim does not have to change the rendering state to switch color.
Thanks for the information. Yet it remains prudent to mash all the sliver textures of a "shattered" model into a single draw call, whether it is a material color or a tiled texture, imo.
 
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While awaiting Arno's further work with MCX, I shall resize / optimize Sketchup texture Materials via (2) Ruby / Javascript plugins by Aerilius:

Make Unique Texture ++


Development Thread: ( Downloads on Page [1] ):

Texture Resizer v2.0.4


Development Thread: http://sketchucation.com/forums/viewtopic.php?p=360679#p360679


I shall start a new thread regarding challenges with processing the 3D Warehouse model cited in my OP above ...to glTF via MCX and MSFS SDK.


Regarding vertex color (non-) support in current builds of Sketchup, here is a status according to one of the Sketchup development team:



Regarding a workflow to generate and bake AO into texture Materials via Vertex Colors using MeshLab, that merits its own thread as well ...later.

GaryGB
 
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