swordlegend / recastnavigation

Automatically exported from code.google.com/p/recastnavigation
zlib License
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Recast fails on large levels because of 16-bit indices #106

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
On very large terrain levels, Recast will fail because of polygon/vertex counts 
over 0xFFFF.

Original issue reported on code.google.com by Jakob.Bo...@gmail.com on 21 Aug 2010 at 10:23

GoogleCodeExporter commented 9 years ago
Fixed in 221.

There are several indices which are stored in 16 bits because 99% of the cases 
that is more than enough. The max number of vertices and indices in a navmesh 
tile is 65535. This will not change.

The detail mesh can contain much more triangles than that, so 16 bit index for 
detail meshes was not sufficient. I changed the code so that detail mesh can 
carry all the necessary detail triangles for the maximum number of polygons.

Original comment by memono...@gmail.com on 17 Sep 2010 at 10:22