it seems that if i reach ~150000 indices in the mesh array (maybe 2^17/2^18 is the limit), then no further mesh parts are rendered. is this a limitation of lua/gideros? do i need to split up my mesh into multiple meshes if i have more than this number of indices? or maybe this is just an error in my code (although it's hard to imagine how it can go wrong at a specific size)?
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Unfortunately I don't know, it may be internal limitation, it may be device limitation (GPU, etc) will forward to @atilim
i did not notice that earlier but now with new drawing methods i'm implementing the triangle-generation can be multiplied by x32, so now i can reach the above limit quite easily with few seconds of drawing. and that's too early.
i can go around it by splitting a mesh into submeshes but that's annoying, i have complicated/hierarchical enough data structures without this already (layers, in each layer frames and now in each frame i would need to handle subframes).
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Unfortunately, it's OpenGL ES limitation and 2^16 is the limit.
(Extra info: glDrawElements https://www.khronos.org/opengles/sdk/docs/man/xhtml/glDrawElements.xml only accepts GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT and not GL_UNSIGNED_INT)
is/will it be the same in opengl es 2?
also on pc there is normal opengl, couldn't that make a difference? (in gideros player or win export whenever it comes)
Fragmenter - animated loop machine and IKONOMIKON - the memory game
OpenGL ES 2: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glDrawElements.xml
OpenGL ES 3: http://www.khronos.org/opengles/sdk/docs/man3/html/glDrawElements.xhtml
OpenGL Desktop: http://www.opengl.org/sdk/docs/man4/html/glDrawElements.xhtml
But I'm not sure whether we'll lift this limitation with Gideros desktop version.
"But I'm not sure whether we'll lift this limitation with Gideros desktop version. " ... at least now you know that there is a need for it (from one person, heh), so if there will be a chance to do so, you can decide better.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft
as this limitation persists on mobile anyway, probably i will also need a solution that works everywhere.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
This gives me confidence that it should be perfect for Gideros:
"ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment."
https://deluxepixel.com
but it already feels so good talking about the 'hows' of desktop support and not the 'ifs' (although we can still talk about the 'whens').
Fragmenter - animated loop machine and IKONOMIKON - the memory game