bitplane wrote:Can you provide a link to your mesh? Also try splitting it into more materials, you probably have more than 65536 vertices in one mesh buffer
There are some problems with the loaders not supporting 32-bit indices yet, but you should know that your scene isn't optimized for realtime 3D. You can't just throw a 3DS Max scene into a 3D engine like that, there's a bit of an art to modeling for realtime graphics. Rather than using geometry you should use texture maps to add details to your world
bitplane wrote:There are some problems with the loaders not supporting 32-bit indices yet, but you should know that your scene isn't optimized for realtime 3D. You can't just throw a 3DS Max scene into a 3D engine like that, there's a bit of an art to modeling for realtime graphics. Rather than using geometry you should use texture maps to add details to your world
Hmm.. I see, then I'll try to lower the polygonal charge of the model so it isn't that much fat!
i'm also facing the same problem with my 3ds models. i made them in Max 2009. But when i import the same as .obj the model loads perfectly. Is it the 3ds importer problem?
3ds should have an automatic split mechanism, which should never exceed the 16bit index limit. However, 3ds format is not very well supported in many aspects. So it might be better to use a different format...
You mean in terms of file size? Well, just zip your .obj files and it's equal. Moreover, the 3ds files do generate new vertices for each polygon, which means that the require far more GPU memory and bandwidth, and the latter is usually far more expensive.