Performing the same code on a larger STL throws up this error message in the debug console:
"Too many vertex for 16bit index type, render artifacts may occur."
Is there a way to import a larger triangle mesh, let's say about some million triangles?
Maybe I just miss the point and the topic was already covered elsewhere?
I would suggest to convert your model to ply format, It will enable you to load huge meshes.
if you want to keep the stl format you have to split it up into smaller pieces.
Well seems like the PLY format suffers from the same problem, if the above code is used.
Even more worse: In conjunction with an OctreeSceneNode even low poly PLY models are not displayed at all!
Using AnimatedMeshSceneNode discards for my purpose,
as OctreeSceneNode allows efficient intersection/collision implementation?
Anway, it would be good to know, if the OctreeSceneNode is the root of the problem.
Probably because OctreeSceneNode is limited by 16bit index..
guess only option is to split the mesh into smaller meshes below 65k triangles, then add them to IMetaTriangleSelector.