RenderWorld bug?

Blitz3D Forums/Blitz3D Bug Reports/RenderWorld bug?

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Yes, too many sprites I would guess. Think I have run into that myself in the past. In any event you cetainly do not want over 260000 of the little rascals knocking around. You will need to rethink your approach in that respect.

IMO This is an implementation limit rather than a bug, though you should be alerted to it in Debug mode and/or it should be documented.

Speculating on the reason for the limit, perhaps sprite geometry is stored in a single vertex list? I suspect that the way b3d allocates memory to this list may explain the slight shortfall from the maximum 64k verts. You get a similar effect when you exceed the max number of verts in a surface. Pure speculation of course but it will do until BRL explains it properly...