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Support mesh splitting when Mesh.vertices count is over 65000 #19

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robertlong opened this issue May 4, 2017 · 2 comments
Closed

Support mesh splitting when Mesh.vertices count is over 65000 #19

robertlong opened this issue May 4, 2017 · 2 comments

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@robertlong
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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.

@stevenvergenz
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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 OES_element_index_uint extension to use 64-bit indices.

@ericob
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ericob commented Jul 9, 2018

We're going to punt this (targeting newer version of Unity that doesn't have this limitation) @blgrossMS

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