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RB_EndSurface() - SHADER_MAX_INDEXES hit

Posted: Thu Mar 05, 2009 6:11 pm
by Aprop
Well comrades..... what can cause that?!

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RB_EndSurface() - SHADER_MAX_INDEXES hit

Posted: Thu Mar 05, 2009 9:31 pm
by $oldier Of Ra
Maybe this will make you a bit wiser on the subject:

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/*
==============
RB_CheckOverflow
==============
*/
void RB_CheckOverflow( int verts, int indexes ) {
	if (tess.numVertexes + verts < SHADER_MAX_VERTEXES
		&& tess.numIndexes + indexes < SHADER_MAX_INDEXES) {
		return;
	}

	RB_EndSurface();

	if ( verts >= SHADER_MAX_VERTEXES ) {
		ri.Error(ERR_DROP, "RB_CheckOverflow: verts > MAX (%d > %d)", verts, SHADER_MAX_VERTEXES );
	}
	if ( indexes >= SHADER_MAX_INDEXES ) {
		ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
	}

	RB_BeginSurface(tess.shader, tess.fogNum );
}


Posted: Fri Mar 06, 2009 10:10 pm
by Rookie One.pl
Whatever you're trying to draw has too many triangles.

Posted: Mon Mar 09, 2009 9:03 pm
by Aprop
Well... another map. I travelled trough it many times, but today finished it with:

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Exceeded MAX TERRAIN MARKS