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because it took me days to figure out why it was not working with my data. Some meshes had more than 2^16 vertices and were scrumbled whereas some other meshes were ok.
Best,
Dimitrios
The text was updated successfully, but these errors were encountered:
I'm not sure I understand. Why does it make more sense to use a larger index type to store the indices when the smaller type works? Maybe a comment would suffice?
In the Serialization example main.cpp
perhaps it worths changing
std::vector<uint16_t> indices;
to
std::vector<uint32_t> indices;
and
accessorIdIndices = bufferBuilder.AddAccessor(indices, { Microsoft::glTF::TYPE_SCALAR, Microsoft::glTF::COMPONENT_UNSIGNED_SHORT}).id;
to
accessorIdIndices = bufferBuilder.AddAccessor(indices, { Microsoft::glTF::TYPE_SCALAR, Microsoft::glTF::COMPONENT_UNSIGNED_INT}).id;
because it took me days to figure out why it was not working with my data. Some meshes had more than 2^16 vertices and were scrumbled whereas some other meshes were ok.
Best,
Dimitrios
The text was updated successfully, but these errors were encountered: