[Bf-committers] BIG_MESH

Ton Roosendaal bf-committers@blender.org
Tue, 9 Dec 2003 15:37:22 +0100


Hi,

I know this was on the wish list just a long time! :)

The matter is not really whether or not, but more 'how'... just  
changing the DNA_mesh_types.h file won't likely be sufficient, so for  
that reason I hoped to see the actual patch.

Doing this just implies a few problems...

- all over Blender code indices are assumed to be shorts. Was this  
verified & fixed?
- same for MAX #defines that go around.
- our importers/exports? python scripts?
- some modes will fail faster now (VertPaint, WeightPaint, FaceSelect)  
for systems using 16 bits display. The backbuffer selection method  
stops with 65k faces here. Would be good to find a method to warn here.
- files will become larger, for 200k faces that means 2 Mb extra. Not a  
*real* problem, we can assume that since 1995 the disk sizes have grown  
some. :P

-Ton-


On Sunday, Dec 7, 2003, at 17:06 Europe/Amsterdam, Chris Want wrote:

> Hello,
>
> Tuhopuu has had support for big meshes (a.k.a. meshes
> with up to 2 billion vertices) for about a month now,
> with no ill effects being reported.
>
> I would like to propose that we make this a target
> for 2.32 bf-blender.
>
> Have any issues been noticed with the BIG_MESH?
> Does anybody have any concerns about this?
>
> Regards,
>
> Chris
>
> P.S. to enable BIG_MESH in tuhopuu
> export NAN_BIG_MESH=true
> and do a clean make.
>
> P.P.S Yes, in theory we could have up to 4 billion
> verts if we used an unsigned int, but virtually all
> loops in the blender code currently use int's for the
> iterator so that would be a huge undertaking to
> implement.
>
> Chris
>
>
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>
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Ton Roosendaal  Blender Foundation ton@blender.org  
http://www.blender.org