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[Question] How many vertices are currently supported in a single .b3d file? #1066
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Initially, the vertex index in a mesh was stored as a ushort Michelle's parser never bothered to check the actual length of this number (other than by validating it was a valid index to a declared vertex), presumably as at the time it was written that many verticies were completely unusuable. With regards to multiple MeshBuilders, it'll probably allow 65,536 vertices in each section, up-to a total of 2,147,483,648 vertices (That being the max positive length of an uint) Whilst I could quite easily change the parser to allow longer indicies, the entirety of support for larger objects isn't too great, and using things of this size slows down quite considerably. |
Ahh, okay, I understood. So every [MeshBuilder] section can contains 65536 Vertex commands. If I divide the 2,147,483,648 by 65,536 , I will get 32,768 , so 32,768 [MeshBuilder] can be present in every .b3d file. (Perhaps it is possible to create a Warning / Error message also for [MeshBuilder] limits. :D ) I faced another kind of thing: |
I can't reproduce the issue with error width. The window will resize, and this grows the message. If that's not working properly, can I see a screenshot of the message window? |
Hi, I collected a couple odd things of the latest openBVE version (2024.12.04.), you can find the related video here. |
Skimmed the first part of the video, but i can't really see anything other than you launching things via Visual Studio. Are you looking at the exit codes or something? |
Had a better look of the video:
1, 2, 3, 4 is probably intentional For 2, the date indicates the date of the latest release version, not today's date. If you are looking for the latest nightly build, you need to manually modify options.cfg |
Thanks :) I've fixed the issue with the options reverting to default (a incorrect case sensitivity check in the replacement CFG parser), plus removed some useless cruft. (It was manually using a switch-case to set the option, rather than just a ToString() call....) 1: 8: |
Thank you so much! :) |
Making a decision on updating itself automatically isn't really something I want to go into- There's a lot of potential issues with regards to breaking existing setups. Thinking about it, I'm not sure it actually checks the version of the build against the current for daily builds, just prompts with the current version. (This should be updated automatically once one is pushed) |
Hi, I just set the driving mode from arcade to normal in OpenBVE, then I closed, after that I reopened and it crashed... :(
Can you please help me? :( |
Small update: Now I rebuilt and ran, and now it works properly. Interesting... |
OK, fixed that. Seems to have been an issue from the start of the packages feature, I'm not sure why no-one found that before.... |
Not really. Basically, we're using an Azure pipeline (machine in the cloud) to build and upload the daily builds. |
" From these previously mentioned things, I got these conclusions:
The remained 3 points (1, 2 and 8) are not vital and we already discussed the 2nd point. So if you had a little time, would you go on to the 4th point? Many thanks! :) |
December & Christmas / New Year is a very busy time for me.... I think with the most recent build the options and key glitches are now fixed. I think the only remaining glitch is probably the slight inconsistancy in the check for updates. |
Description
Hi,
I have recently seen in the developer documentation, that maximum 65534 pieces of Vertex command can be accepted in 1 .b3d file.
I was thinking about the related warning messages appearing in Object Viewer, and I took a look at the source code, and I think I found an interesting thing...
As you can see above, according to the (source code) warning message, 65535 pieces of Vertex command is still acceptable.
So can you please clarify the maximum number of the supported Vertex commands in 1 .b3d file?
65534 pieces of Vertex command - allowed
65535 Vertex - still allowed (?)
65536 Vertex - not allowed (too many vertices)
Or 65536 is still supported, because in the source code, a[j] starts from 0 and ends with 65535, which means 65536 pieces of vertices are allowed (?).
I am also curious about the appearance of the [MeshBuilder] s:
What happens if I try to load an .b3d object with e.g. 65540 vertices / too many vertices ?
Let's say that 65532 Vertex commands are in 1 [MeshBuilder] , and the rest 8 Vertex commands are in another 1 [MeshBuilder] . In this case, the whole of the first [MeshBuilder] appear properly, and the second one does not appear at all, or will the loading of this .b3d object file produce another / different result(s)?
Thanks in advance for your answers!
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