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[Question] How many vertices are currently supported in a single .b3d file? #1066
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Initially, the vertex index in a mesh was stored as a ushort Michelle's parser never bothered to check the actual length of this number (other than by validating it was a valid index to a declared vertex), presumably as at the time it was written that many verticies were completely unusuable. With regards to multiple MeshBuilders, it'll probably allow 65,536 vertices in each section, up-to a total of 2,147,483,648 vertices (That being the max positive length of an uint) Whilst I could quite easily change the parser to allow longer indicies, the entirety of support for larger objects isn't too great, and using things of this size slows down quite considerably. |
Ahh, okay, I understood. So every [MeshBuilder] section can contains 65536 Vertex commands. If I divide the 2,147,483,648 by 65,536 , I will get 32,768 , so 32,768 [MeshBuilder] can be present in every .b3d file. (Perhaps it is possible to create a Warning / Error message also for [MeshBuilder] limits. :D ) I faced another kind of thing: |
I can't reproduce the issue with error width. The window will resize, and this grows the message. If that's not working properly, can I see a screenshot of the message window? |
Description
Hi,
I have recently seen in the developer documentation, that maximum 65534 pieces of Vertex command can be accepted in 1 .b3d file.
I was thinking about the related warning messages appearing in Object Viewer, and I took a look at the source code, and I think I found an interesting thing...
As you can see above, according to the (source code) warning message, 65535 pieces of Vertex command is still acceptable.
So can you please clarify the maximum number of the supported Vertex commands in 1 .b3d file?
65534 pieces of Vertex command - allowed
65535 Vertex - still allowed (?)
65536 Vertex - not allowed (too many vertices)
Or 65536 is still supported, because in the source code, a[j] starts from 0 and ends with 65535, which means 65536 pieces of vertices are allowed (?).
I am also curious about the appearance of the [MeshBuilder] s:
What happens if I try to load an .b3d object with e.g. 65540 vertices / too many vertices ?
Let's say that 65532 Vertex commands are in 1 [MeshBuilder] , and the rest 8 Vertex commands are in another 1 [MeshBuilder] . In this case, the whole of the first [MeshBuilder] appear properly, and the second one does not appear at all, or will the loading of this .b3d object file produce another / different result(s)?
Thanks in advance for your answers!
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