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缓冲几何Uint16Array的限制?

[英]Buffered geometry Uint16Array limitation?

I am trying to optimize my code using buffered geometry (three.js).I was going through Is there a limit of vertices in WebGL? 我正在尝试使用缓冲的几何体(three.js)优化我的代码。我正在经历WebGL中的顶点是否有限制? . It seems I cannot comment on that question. 看来我无法对此问题发表评论。 My question is on the 65k limit. 我的问题是65k的限制。 Is this limit is on number of vertex indexes?? 这个限制是顶点索引的数量吗? Or it is about each vertex index being smaller than 65k and the array can have more than 65k vertex indexes. 或者大约每个顶点索引小于65k,并且数组可以具有65k以上的顶点索引。

And need some good documentation on buffered geometry. 并且需要一些有关缓冲几何的良好文档。

The limitation is also there. 限制也在那里。 You need to work with offsets to get around it with buffer geometry. 您需要使用偏移量来解决缓冲区几何问题。 see http://threejs.org/docs/#Reference/Core/BufferGeometry . 请参阅http://threejs.org/docs/#Reference/Core/BufferGeometry

I also gave a small explanation of how offsets work in https://github.com/mrdoob/three.js/issues/4886#issuecomment-47198394 我还在https://github.com/mrdoob/three.js/issues/4886#issuecomment-47198394中给出了偏移量如何工作的简短解释

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