TriangleMeshObject - how to use .fbx model?

Feb 9, 2008 at 9:42 PM
I'm trying to import some static terrain instead of the static mesh, how can I use .fbx files for that?
Can you provide the code changes required?

Feb 10, 2008 at 6:07 AM
I think i have a solution, i just changed from Model processor to Vertex processor and it works now. If the graph is "sharp", is this because of the processor used or the original models?
Feb 10, 2008 at 6:09 AM
Edited Feb 10, 2008 at 6:09 AM
Also it's rather slow when running, is there a way to decrease start-up time?
Feb 19, 2008 at 1:00 AM
When it compiles the model for the first time into the XNA usable format (the model and your mesh it builds with the content processor) it will take some time, every build after that it should go faster. If your talking a long start up time, every time, I have no idea...
Feb 23, 2008 at 11:58 AM
Games never use the visible geometry of a mesh as the collision geometry. (In the demo this works pretty good because there are not that much triangles) Use a special collision mesh which represents the collisions and a detailed mesh for the graphics.