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That’s a peculiar mesh; do you know what program produced it?
It uses the same, very large, accessor for all positions, and lots of tiny index buffers for each individual object. gltfpack reads each mesh from the source file as a standalone object so it duplicates a very large redundant vertex buffer for each mesh. This would need to be adjusted for this type of asset to load quickly.
Adding the mesh as attachment just in case we need it in the future for profiling. triangle5.glb.zip
zeux
changed the title
gltfpack allocate large memory ( 20+GB ) to parse ~70 Mb glb model and throw bad alloc exception.
gltfpack needs too much memory/time to parse models with redundant accessors
May 9, 2025
I exported the model from a BIM software. Every component of the building can be selected standalone and reflects the structure's information, so that's very special.
I have optimized the model successfully by updating the codes. It looks like all components using the same material are merged to an entirety. But that's OK, I'll maintain an octree in the memory so that user can select one component.
When I use gltfpack to optimize this file, it failed:
download model here
How to avoid this?
Should I optimize the model during creating?
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