Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Changing indexFormat for the imported mesh from 16 bit to 32 bit. #1254

Open
wants to merge 1 commit into
base: main
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 3 additions & 0 deletions unity/Editor/Importer/StlMeshParser.cs
Original file line number Diff line number Diff line change
Expand Up @@ -60,11 +60,13 @@ public static Mesh ParseBinary(byte[] stlFileContents, Vector3 scale) {
reader.ReadBytes(_headerLength);
var numTriangles = reader.ReadUInt32();
var numVertices = numTriangles * _verticesPerTriangle;
/*
if (numVertices > _unityLimitNumVerticesPerMesh) {
throw new IndexOutOfRangeException(
"The mesh exceeds the number of vertices per mesh allowed by Unity. " +
$"({numVertices} > {_unityLimitNumVerticesPerMesh})");
}
*/
var triangleIndices = new List<int>(capacity: (int)numVertices);
var vertices = new List<Vector3>(capacity: (int)numVertices);
var normals = new List<Vector3>(capacity: (int)numVertices);
Expand All @@ -80,6 +82,7 @@ public static Mesh ParseBinary(byte[] stlFileContents, Vector3 scale) {
}

var mesh = new Mesh();
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
mesh.vertices = vertices.ToArray();
mesh.normals = normals.ToArray();
mesh.triangles = triangleIndices.ToArray();
Expand Down