The parsers are handling this, the MeshHelper, all tools classes as well. Take a look.
tho limit might change, as max count was 65k verts per Vector subGeom, and some mails from Adobe indicate some changes on higher side, but havent looked at this in details with the released player as I'm using the prerelease drop players. on the todo regarding this , MeshHelper, will hold a new method soon, that will take care of empty subgeometries, Its also the case for FaceHelper example: you load a 65005 vertices mesh, it becomes internally 2 subgeometries, with the FaceHelper class, you can for instance say remove 5 faces in subgeometry[1] this will work, but generate errors, because it will get a length of 0. I dought seriously that you guys will get issues regarding this particular case in coming days. I think it should be in there in a couple of days. Then you will be able to delete as much faces as you want with no sorrows :) Fabrice On Mar 1, 2011, at 8:21 PM, richardolsson wrote: > Hi Michael, > > There is a limit to the buffer size that is inherent to the Molehill > API. However, engines should cope with this by separating a mesh into > several buffers. This is something that Away3D supports, and if you > run into similar problems with a particular parser in our engine, > please let us know and we will amend it straight away! > > > Cheers > /R > > > > On Mar 1, 8:10 pm, Michael Iv <[email protected]> wrote: >> Interesting experiment using Flare3D . Just tried to load a model with 76000 >> triangles and the engine cracks throwing >> Object01 - Error #3670: Buffer too big. >> >> I hope this is their engine unique limitation. But I am curious if Away3D >> parsers are going to have a limit for an amount of mesh data to load? >> >> -- >> Michael Ivanov ,Programmer >> Neurotech Solutions Ltd. >> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net >> Tel:054-4962254 >> [email protected] >> [email protected]
