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meshloadingprogress crashes for large files
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Posts: 4


Thu, Jan 24 2013

meshloadingprogress works fine for small files. But for bigger files, the control doesnt reach meshloadingerror, and also, it's not possible to invoke nglmesh.cancelloading. the meshloadingprogress goes into infinite loop till mesh and app crash. no way of resolving this?

is this a ninevehgl bug or how do we fix this issue? can i force meshloadingprogress to abort if mesh file size is large. doing this now using a timer if timer is beyond certain seconds call mesh.cancelloading but this doesnt call the function and app crashes. help required
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Posts: 571


Thu, Jan 24 2013

In response to: @CodeGL1


Of course it'll not report you! Memory management is something that is always up to you. NinevehGL can't spend a lot of resource just to keep monitoring your memory and trying to abort processes when the memory is scare.

Even the Apple frameworks don't do that! You must handle the memory warnings by your own (using the Cocoa methods when the memory warning happens) and abort the processes by your own too.

BTW, remember that 3D real time render must always be optimized. I always like to give the Diablo III example: All the textures are in the maximum 512x512, the bigger mesh doesn't even get 800kb. A Diablo III is for desktop with a TOP configuration... so imagine how the things should be in the mobile world!
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Posts: 4


Fri, Jan 25 2013

In response to: @dineybomfim

you are right about memory handling

-(void) meshLoadingProgress:(NGLParsing)parsing{
//code to check progress with timer
if (error)
here i am checking loading time with timer and if it exceeds certain limit i want to stop mesh loading.

now i am calling [parsing.mesh cancelloading] to cancel mesh loading, is this correct way?
//abort code
//other timer progress code

cancellloading should tell nineveh to stop loading and/or call meshloadingerror
but //other timer progress code keeps executing even after cancelloading means callbacks are not effecive
any abort call is ineffective if meshprogressloading is called even after abort .

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Posts: 4


Fri, Jan 25 2013

In response to: @CodeGL1

I resolved it, it was my mistake sorry.
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