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64k vertices limitation

Hi, I got a problem with the 64k limitation. Is there any way to get arount this limitation? I do a huge landscape visualisation with a high res DLM imported as a .obj and converted to a Unity terrain to get a LOD system. But Unity splits it into 100 parts. So I need to get around this limitation!! Any ideas?

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asked Jun 27 '12 at 09:13 AM

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Thank you, that explains alot. I think Ill find a way to join my mosaik terrains. Its just gonne be a lot of cosmetic work ;)

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answered Jun 29 '12 at 12:18 PM

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The limitation is because the indexes that uploaded to the GPU are stored as 16 bit unsigned integers which means a limit like you say of 65536 vertices per mesh. Unity splitting the mesh into batches is itself Unity getting around the limitation. This is the default limitation built into the underlying API (OpenGL or DirectX). I believe both OpenGL and DirectX have options for using 32 bit indexes (could be wrong about this bit), but as far as I'm aware there's no way in Unity3D to access that.

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answered Jun 27 '12 at 09:30 AM

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asked: Jun 27 '12 at 09:13 AM

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Last Updated: Jun 29 '12 at 12:18 PM