Skip to content
New issue

Have a question about this project? # for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “#”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? # to your account

Large Meshes Throw Error #3670: Buffer too big #136

Closed
cbrownenv opened this issue Oct 5, 2011 · 7 comments
Closed

Large Meshes Throw Error #3670: Buffer too big #136

cbrownenv opened this issue Oct 5, 2011 · 7 comments
Assignees
Labels

Comments

@cbrownenv
Copy link

  1. Import a mesh using AWD2 parser with a large number of triangles. I'm not sure of the exact number but from my tests it looks like somewhere between 20,000 and 24,000 faces causes the error.
  2. Error #3670: Buffer too big

System info: Win XP SP3, all browsers

@profelis
Copy link

profelis commented Oct 7, 2011

How many vertices? Vertices limit is 65k, but away try to split big geometries, but sometimes unsuccessufully ;)

UPD: AWD2Parser not even trying to split big geometries :(

@ghost ghost assigned richardolsson Oct 7, 2011
@profelis
Copy link

profelis commented Jun 4, 2012

@richardolsson what about to create universall tools class to split big geometries and use this tool in all loaders?

@richardolsson
Copy link
Member

@profelis We are investigating exactly that, although at present several of the parsers do format-specific things in their splitting routine, so although I agree that it would be optimal to share the same splitting code it currently means tot much effort for very little gain. However, good news is that it's completely a matter of internal implementation, and hence can be changed at any time. For this reason we see no need to prioritize such a refactor before the final release of 4.0, allowing us to focus on more urgent and/or public API issues.

@profelis
Copy link

profelis commented Jun 4, 2012

Away3D cant load big geometries, ObjParser split geometries incorrect, what is more urgent issue? Now then flash can render 2M faces, i can load models only with ~25k faces.
oh, yes, away3d cant correct work with mesh with 1 face, too :)

@richardolsson
Copy link
Member

@profelis Have you filed individual issue reports for the issues that you mention? If so we will likely fix them during the next month. If not, we can't know about them.

If we decide that a good way of fixing them is by sharing the geometry splitting routine, then we will do so. Thank you for your help.

@profelis
Copy link

profelis commented Jun 4, 2012

#171 - 1 face
#69 - vertices limit const bag
...
https://github.com/away3d/away3d-core-fp11/issues/created_by/profelis?state=open
some bugs was fixed in my fork, by I removed it one day. Read docs about minko :(

@profelis
Copy link

profelis commented Jun 4, 2012

This bug #5 (second part not fixed yet)
11 months old, soon anniversary :)

# for free to join this conversation on GitHub. Already have an account? # to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants