Open ThomasPahler opened 8 years ago
Yeah... Working on that...
here (http://www.unmht.org/forum/en/5108.html) someone said that "Firefox's JavaScript engine can handle up to 256M chars per each string", might be the problem here, so it had to be splitted or reduced in some way. i noticed that the scene export still works, maybe it just has a higher limit?
allocation size overflow when publishing a scene frome editor with over 1,5 million polygons, 1,1million still works fine
Anything above 1 million polygons in a browser is a bad idea from many points of view. You need to learn how to optimize your stuff. Lower poly and "smart" textures is the key to success.
i noticed that the scene export still works, maybe it just has a higher limit?
that's because of commit 35e5c70
Anything above 1 million polygons in a browser is a bad idea from many points of view. You need to learn how to optimize your stuff.
That's not an answer for everyone. I'm using THREE.js for scientific visualization in a videowall center with multiple Quadro graphics cards that can easily handle huge polygon counts. It shouldn't be a show-stopper then with loading.
Yes, this issue has nothing to do with thee.js rendering. It seems to be related to the memory limit of the jsV8 engine. Can I choose a scheme for batch export based on objects?
Description of the problem
allocation size overflow when publishing a scene frome editor with over 1,5 million polygons, 1,1million still works fine
allocation size overflow Menubar.File/<() Menubar.File.js:221 bound () self-hosted:752 Menubar.File.js:221:12
Three.js version
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)