vutle / gamekit

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"Object: Loading failed. 32 bit hardware buffers are not allowed in OpenGL ES." #103

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
1. replace the current .blend file with the attached
2. Compile the iPhone Solution
3. start the app in simulator or iPhone

What is the expected output? What do you see instead?
- The model of the woman is missing.

What version of the product are you using? On what operating system?
The Head Version

Original issue reported on code.google.com by andreas.kannengiesser@gmail.com on 9 Sep 2010 at 11:13

Attachments:

GoogleCodeExporter commented 9 years ago
I did not know this was a limitation.  

The only way to properly fix this is to, add test that the total number of 
blender mesh indexes is less than 65536, then skip conversion. Any more and the 
mesh won't fit into a 16bit hardware buffer.

OgreKit uses both (with 65536 as the pivot)

Original comment by snailr...@gmail.com on 9 Sep 2010 at 11:45

GoogleCodeExporter commented 9 years ago
Ok.
Where should I test the total number of Mesh indexes and which Conversion 
should be skipped.

Thanks
Andy

Original comment by andreas.kannengiesser@gmail.com on 9 Sep 2010 at 12:03

GoogleCodeExporter commented 9 years ago
Currently, you would test in blender as the total number of faces. (the Fa:#, 
information at the top of the blender window )

In the source code, gkMesh should test and skip conversion to Ogre if 
(mesh->getIndexBuffer().size() > 65536)

Original comment by snailr...@gmail.com on 9 Sep 2010 at 12:23

GoogleCodeExporter commented 9 years ago
You can avoid this limitation by divide your big mesh to submesh.

1. select your mesh, enter edit mode in the Blender.
2. select many vertices & seperate(P)
3. repeat  step 2 until the seperated mesh don't use 32bit indices. 
4. join all seperated mesh to one mesh.(Ctrl-J)
5. done.

check this sample:
http://cid-89dea03610c07a34.office.live.com/self.aspx/.Public/gamekit/bigcube%5E
_gles.zip

Original comment by harkon...@gmail.com on 9 Sep 2010 at 2:04

GoogleCodeExporter commented 9 years ago
We could also split up the mesh at run-time, before feeding it into the 
graphics engine. That's what happened in IrrKit (the Irrlicht based version)

Original comment by erwin.coumans on 9 Sep 2010 at 4:41

GoogleCodeExporter commented 9 years ago
Hello,
thank you harkon. Your Solution works. Now I have the Problem that I can't see 
the textures in the iphone version.

Original comment by andreas.kannengiesser@gmail.com on 15 Sep 2010 at 6:48

GoogleCodeExporter commented 9 years ago
Can you see textures on other models or All textures is invisible in the scene?

Original comment by harkon...@gmail.com on 15 Sep 2010 at 7:55

GoogleCodeExporter commented 9 years ago
I can't See any texture. I See the textures only with the example Blender file. 

Original comment by andreas.kannengiesser@gmail.com on 15 Sep 2010 at 8:19

GoogleCodeExporter commented 9 years ago
Support and feedback are better discussed in this forum topic first:
http://blenderartists.org/forum/showthread.php?t=155310

For texture issues, also check out this wiki page:
http://code.google.com/p/gamekit/wiki/Blender_Textures

Original comment by erwin.coumans on 20 Sep 2010 at 3:52

GoogleCodeExporter commented 9 years ago

Original comment by erwin.coumans on 21 Sep 2010 at 1:10