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akleshchev
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If a face has too many vertices, split it into multiple faces.

P.S. Only did synthetic testing, like limiting maximum to 1000 vertices and uplaoding a 3K vertices model.

@github-actions github-actions bot added the c/cpp label Jun 17, 2025
@marchcat
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Tested it on a model with the part (body) exceeding the limit. Looks good.

image

@aiaustin
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aiaustin commented Jun 17, 2025

Looking forward to trying this. I have various test meshes where one part is around 100K vertices (i.e. 2 parts needed), but another that has one complex part welded together by glb.babylonpress.com (as the original parts share one material) that is 136K vertices which would have to be split into three parts to stay under the 64K limit.

Just so I know what to expect in testing, will the method you are using split into as may faces as needed or will it be limited to one split into 2 parts?

@akleshchev
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akleshchev commented Jun 18, 2025

will the method you are using split into as may faces as needed or will it be limited to one split into 2 parts?

Multiple. But if object goes over 8 faces, extra faces become 'submodels' and those have limits.

@akleshchev akleshchev merged commit 46aeaf4 into project/gltf_mesh_import Jun 18, 2025
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@akleshchev akleshchev deleted the andreyk/viewer_4242 branch June 18, 2025 07:11
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GLTF Mesh Import: Support face splitting for faces with more than 65532 vertices

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