Breaking the 64k limit.

Blitz3D Forums/Blitz3D Programming/Breaking the 64k limit.

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Hello folks... I was curious if any of you guys had a clue about this one.

Say I have a mesh that is 146,000 poly's give or take. The mesh is in OBJ format. Now if one were to load this to a surface it would be fine.. until the renderworld() function is called... at which point blitz mav's. So my question to you guys is it possible to manipulate a large mesh(> that blitz's display limit)?

The said object is a terrain mesh. Without using an external editor(yeah mel scripting in maya didnt pan out for this one due to remainders and offsets) is it possible to take a large mesh, divide it up into a grid of 16x16 separate meshes retaining UV coords during the object's load and have this take place in less than say 30 seconds?

Thanks,
Scott