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Drawing huge polygons #160
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The problem I see with batching the vertices is that there could be discontinuities in the texture. It's better than crashing, anyway. And we can increase the drawing buffer size (and maybe make it configurable) to avoid the discontinuities as much as possible. |
Working on this here: https://github.com/Kevinpgalligan/sketch/tree/fix-massive-polygons |
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Fix for this bug: vydd#160 The draw buffer isn't large enough for shapes that consist of more than about 6000 vertices, so we need to batch the draw calls. Different batching behaviour is required for different primitive types, e.g. for triangle strips, in each batch you have to include the last 2 vertices from the previous batch so that the strip is continuous. I've only covered the :triangles and :triangle-strip primitive types.
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Trying to draw a huge polygon (~150 vertices randomly generated):
results in an OpenGL error
"OpenGL signalled (1281 . INVALID-VALUE) from MAP-BUFFER-RANGE."
:The problem is that a huge polygon contains too many triangles in its triangulation (~10-15k of them):
The drawing buffer size is 2^17 = ~130k bytes by default; each vertex takes 20 bytes, which leaves place for ~6.5k vertices in a single shape, which is lower than a ~30-45k vertices in a huge polygon.
While increasing the drawing buffer size (
sketch::*buffer-size*
) is good enough workaround,draw-shape
/push-vertices
should be able to handle case when the drawing buffer is too small.Possible solutions include increasing the buffer size or splitting one drawing call into several calls.
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