real-world-geometry
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[meshing] Type of the indexbuffer
From @thetuvix:
required Uint16Array indices;Depending on the density of mesh requested, a mesh volume on HoloLens can sometimes have enough indices to require a 32-bit index buffer.
WebGL does not allow for a 32 bit index buffer by default. Is it easy to split the mesh into smaller pieces on the UA side?
I see that if the "OES_element_index_uint" extension is available, you can pass a Uint32Array.
Maybe we can have an option where an author can ask for more efficient meshes. I don't think it should be done by default because it might break content if we return 32bit values to code that expects 16bit