But, NVIDIA's GPU programming guide said that, we'd better use short type to 
store our vertex indices, it's fast on gpu.


Bo [EMAIL PROTECTED]
2008-03-06 
----- Original Message ----- 
From: thomas pleyber 
To: Discussion about lib3ds 
Sent: 2008-03-06, 16:46:20
Subject: Re: [Lib3ds-devel] Exporting a mesh with more than 10000 vertices


So, it seems I reached a limit of lib3ds...
Thank you very much for these answers.



2008/3/6, Miles Bader <[EMAIL PROTECTED]>:
"Hylke Donker" <[EMAIL PROTECTED]>
writes:

> Remember that 0x10000 is hex, which equals 65536 in decimal, which is
> exactly the size of two bytes(=16 bits).
> So I guess it's related to the size of some variable.


Doesn't the 3ds file-format use 16-bit vertex indices in meshes?  That
would be a pretty fundamental limit that the library can't do much
about...

-Miles


--
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