Ha Ha, like 200mb of export data , that was the good one :) On Fri, Mar 11, 2011 at 12:15 AM, Fabrice3D <[email protected]> wrote:
> obj, 3ds and ac parser are handling this already. awd1 will well soon as > michael made an exporter I bet some will missuse :) > > Fabrice > > > On Mar 10, 2011, at 7:37 PM, richardolsson wrote: > > > Hi Michael, > > > > Molehill has a limit to the length of the buffers that are uploaded to > > the GPU. Away3D 4.0 (the engine) circumvents this by allowing a mesh > > to consist of many subs-meshes, so it can handle models of any size. > > However, not all parsers in Away3D 4.0 are currently taking care of > > this correctly. Most file formats don't have this limitation, so the > > parsers have to split the buffers as they are read in. As you can > > imagine we are working on getting this into every parser, and we have > > indeed planned for it from the outset. The framework is in place > > already so you will not have to worry about this limitation with > > Away3D. > > > > Cheers > > /R > > > > > > On Mar 10, 7:06 pm, Michael Iv <[email protected]> wrote: > >> Ok ,nice to know ,but can Away currently load 50000-100000 triangles of > a > >> single model? > >> I tried with Flare a couple of days ago and the buffer crashed after > 40000. > >> > >> > >> > >> > >> > >> > >> > >> > >> > >> On Thu, Mar 10, 2011 at 8:00 PM, richardolsson <[email protected]> > wrote: > >>> @Michael: > >> > >>> Just so you know. In Away4 we do all parsing asynchronously ("green > >>> threaded"), so you don't need to split up files into several files. > >>> The actual parsing will very rarely affect the frame rate in Away4, > >>> regardless of how big the files are. > >> > >>> Cheers > >>> /R > >> > >>> On Mar 10, 4:17 pm, Michael Iv <[email protected]> wrote: > >>>> Wow 200mb ?? Holy crap!Sure they are too big ! How many triangles > have > >>> you > >>>> got that you have such a huge files? > >>>> Shortly ,from my personal tests more than 40000 triangles in a single > >>> load > >>>> kills the buffer.You should load a big amount of geometry by chunks > >> > >>>> On Thu, Mar 10, 2011 at 5:12 PM, Paul T <[email protected]> > >>> wrote: > >>>>> Dear All, > >> > >>>>> Apologies if this has been covered a million times before, but I'm > >>>>> struggling to handle large collada, obj & 3ds files in both Flash & > >>>>> Prefab, although I can get some to load in Blender. > >> > >>>>> The files range from 40mb to 200mb. Are these files just too big or > >>>>> should I be looking at other aspects of the model. > >> > >>>>> They are 3d models of cities. Should they just be broken into smaller > >>>>> pieces? > >> > >>>>> Any help would be greatly appreciated. > >> > >>>>> Thanks, > >> > >>>>> Paul > >> > >>>> -- > >>>> Michael Ivanov ,Programmer > >>>> Neurotech Solutions Ltd. > >>>> Flex|Air |3D|Unity|www.neurotechresearch.comhttp:// > blog.alladvanced.net > >>>> Tel:054-4962254 > >>>> [email protected] > >>>> [email protected] > >> > >> -- > >> Michael Ivanov ,Programmer > >> Neurotech Solutions Ltd. > >> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > >> Tel:054-4962254 > >> [email protected] > >> [email protected] > > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
