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Support mesh splitting when Mesh.vertices count is over 65000 #19
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GLTF does not allow vertex indices longer than 32 bits without an extension anyway. It defines a primitive as one WebGL draw call, and WebGL needs the |
We're going to punt this (targeting newer version of Unity that doesn't have this limitation) @blgrossMS |
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Currently the Scifi Helmet sample model doesn't render because it has too many vertices. I wouldn't recommend procedural generation of models with over 65000 vertices, but we should support this.
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