Open riekkuja opened 5 years ago
Hi!
Because of our comptability with WebGL 1.0, The number of vertices addressable by the mesh's index buffer is limited to 2^16. So you will get weird results whenever the quad has more than 2^16 vertices.
The solution is to split the quad into smaller ones and this is currently not done automatically by Kiss3d.
It seems that quads don't render correctly if both usubdivs and vsubdivs are set to over 255. Here is a screenshot what happens with quad example code when quad is created like: let mut c = window.add_quad(5.0, 4.0, 500, 260);
If I lower usubidvs OR vsubdivs value to under 130 everything works as expected.