Comments (3)
How is the builder configured? If you're using uint16 as the index type it'll cap out and wrap around at 2^16=65536 vertices which you'd be well over with 500x500x4=1M vertices, whereas 100x100x4=40k so that will fit. You should be able to just change the index type to uint32 and it should work from there.
Side note, you don't appear to be re-using vertices across adjacent quads. You don't strictly have to, but it's definitely more efficient if you can.
-Chris
from realtimemeshcomponent.
got you. thanks for quick response. please close issue.
from realtimemeshcomponent.
You're welcome! Glad it helped!
-Chris
from realtimemeshcomponent.
Related Issues (20)
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