I have the same problem (or:similar). I construct relatively large models (around 10k traingle meshes per file).
I went two ways: first way was to only have ONE instance node and push ALL vertices and face information in this one mesh. Theoretically, it works, but most programs just just down when reading the file. I SUSPECT this is because of the organisation in a tree, which favors more nodes in contrast to few, large nodes.
The second way was to create one node instance for each mesh and in each mesh only store, e.g., one building (~30 vertices and around 60 faces). This makes files with up to around 5k models work when loading (e.g. in MeshLab), where my first solution already broke. On the other side, with 10k models, the reader jsut takes AGES which, using WRL for example, goes far faster.
If anybody has any good ideas on optimal chunking and organisation, please share ...
On Monday, February 4, 2013 12:56:56 PM UTC+1, kapil gupta wrote:
Hi ..........
I m trying to load a .3ds file in opengl .
The image is loading properly but the problem is the time for loading that image is too much.
Is there any way by which i can reduce the loading time for a .3ds file format.....................