Memory Access Violation when placing Quads

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Yes, we've had a disscussion about this before.

I think I'll run a test to see exactly what that limit is.

Good luck with that one! :) We tried to nail down an exact amount of verts/tris that fit into a single surface but found it to be very inconsistent. I even found that the position of vertices made a difference! :O

I think we settled on a 'safe' value of about 32000 tri/verts per surface.

I'm pretty certain this is your prob and the reason why RenderWorld is causing a MAV.