View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000068 | Gorilla3D | Feature Request | public | 2020-03-14 15:38 | 2020-03-14 15:43 |
Reporter | administrator | Assigned To | administrator | ||
Priority | high | Severity | tweak | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 0.8.2.x | ||||
Target Version | 0.8.2.x | Fixed in Version | 0.8.2.x | ||
Summary | 0000068: On OpenGL es platforms vertex/index limits will not load a model completely | ||||
Description | On OpenGL es platforms vertex/index limits will not load a model completely. A mesh splitup need to be implemented, in case the vertex/index count exceeds the platform limitations. It's important also to copy material information. This feature is not intended to used for animated meshes!!! | ||||
Tags | No tags attached. | ||||
Delphi-Version | 10.3.3 | ||||
OpenGLVersion | OpenGL 4.3 | ||||
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I've implemented the configurable feature in the loader class: TGorillaLoader.MeshSizeLimit := 33000; TGorillaLoader.ManageLimitedMeshSize := true; This is supported for static meshes of DAE, X3D, STL, OBJ and FBX file formats. |
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Test models worked so far. Maybe it's not fully compatible with all formats. If so, a new task should be opened up. |
Date Modified | Username | Field | Change |
---|---|---|---|
2020-03-14 15:38 | administrator | New Issue | |
2020-03-14 15:38 | administrator | Status | new => assigned |
2020-03-14 15:38 | administrator | Assigned To | => administrator |
2020-03-14 15:39 | administrator | Note Added: 0000055 | |
2020-03-14 15:43 | administrator | Status | assigned => resolved |
2020-03-14 15:43 | administrator | Resolution | open => fixed |
2020-03-14 15:43 | administrator | Fixed in Version | => 0.8.2.x |
2020-03-14 15:43 | administrator | Note Added: 0000057 |