Friday 15 May 2015

blender - Vertices exceeded max allowed by OpenGL ES -


I'm loading using Cocos 3D, but the following argument was found:

 < code> *** assertion failure - [CC3OpenGLES2IOS drawIndicies: ofLength: andType: as:], /Users/phamdacloc/Downloads/xxx/cocos3d201/Projects/CC3HelloWorld/cocos3d/cocos3d/OpenGL/CC3OpenGL.m:282 < / code> 

here's where it came from loud:

  - (minus) drawIndicies: (GLvoid *) indicies ofLength: (GLuint) lane andType: (GLenum) type as to: (GLenum) drawMode {#if CC3_OGLES CC3Assert ((type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_BYTE), @ "a max of OpenGL ES 65536 permits indexed corner Final drawing, and supports "only" @ "GL_UNSIGNED_SHORT or GL_UNSIGNED_BYTE type of vertex index); #endif glDrawElements (Dramod, Lane, Type, Indie); LogGLErrorTrace (@ "glDrawElements (% @,% u,% @,% p)", NSStringFromGLEnum (drawMode), Lane, NSStringFromGLEnum (type), indicies); CC_INCREMENT_GL_DRAWS (1); }  

From the above message, my understanding is that the model is very detailed and contains more than the permission (65536) in the corner. I then successfully removed all the spinal cord, head, leg and this time coco 3d load successfully. Should I split the model into several .pod files or should there be a way to keep all these corners?

A side note, when I skeleton.blend to open the file in "object mode", I see 205,407 meridians in the top right corner of the blender. However, when I changed "object mode" to "edit mode" and selected all the collectors, then only 33,574 + 4,773 = 38347 were present in the corner. Why does "object mode" show more cells than "edit mode"?

If you just have a certain amount of dependence on the device / platform, the most important of recent devices Support extensions. Thus adds support for the indices of GL_UNSIGNED_INT , type GL_UNSIGNED_SHORT and the GL_UNSIGNED_BYTE at the top of the type supported by ES 2.0.

On iOS, which you seem to be using, this extension is supported by all SGX Series 5, A7 and A8 GPU (source :). I hope this expansion also has to be present on the Android device of the same age.

With the 32-bit index, your memory will end long before you end the index range.

If you want to work it with pure ES 2.0 functionality, you will have to divide your model into smaller parts at least, at least I can not think of a suitable choice.


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