Uploaded an update for ObjParser, my test files with unsane amount of v tags 
per mesh chunk in obj are showing ok now
the test file generates 8 subgeometries of this same mesh instance with no 
issues. (except it of course requires extra parsing times)

I haven't got any big models to test more, so in case there are issues or you 
would want help me to improve,
Please send me an url to download your big baby (not a sphere with subdivision, 
but more complex models),
so I could test in real cases the actual code if it would fail for some reason.

cheers

Fabrice



On Apr 15, 2011, at 5:29 PM, 80prozent wrote:

> http://code.google.com/p/away3d/wiki/MolehillDrop10Limitations
> 
> Max draw calls per present: 32768
> 
> 
> 
> On 15 Apr., 16:59, Nicolas West <[email protected]> wrote:
>> I've searche the group but couldn't find the information :
>> Using molehill, how many polygons can an obj file contains and then
>> render without crashing ?
>> So far here is what I have :
>> - only limitation in #polygons in the scene is the computer's speed
>> (over a million or more can be still fine)
>> - on a single obj file on opposite, it freezes everytime the obj
>> contains more than about 32k polys (32768 maybe ?). In details : it
>> seems correctly loaded, but if I render it (addChild) then flash
>> render is totally frozen (even overlays with 2D), while "enter frame"
>> continue to happens normally from a code point of view. Tested this
>> with various models, #poly being approximately 5k (ok) 10k (ok) 20k
>> (ok), 30k (ok), 40k (freezes), 50k (freezes), 60k freezes... so it's
>> not a one-file or one-model issue.
>> 
>> This is a major issue to us because we don't  have so many objects but
>> having to divide them in smaller parts could be a pain.
>> 
>> Anyone noticed the same thing ? Any information concerning the
>> reasons ?

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