Reputation: 9183
I am working on a cocoa/iOS projet. I have a common swift class which manage a Scenekit scene.
I want to draw a big terrain (about 5000x5000 points). I have 2 triangles per 4 points. I have created a scngeometry object for the whole terrain (is it a good thing ?)
I decided to store those points in a 6-Float structure (x,y,z and r,g,b). I tried to create an empty array or to allocate a big array at the begining : i got the same issue. I work with Int datatype for indices array. The project works fine on Cocoa but i get memory errors on iOS. I think this is because of the need to have a big and contigous array for vertex.
I tried to create several chunks of geometry objects but scene kit does not like if we erase a previous buffer.
What is the best practice in this case ?
Is there a way to store vertex on the mass storage instead of memory arrays/buffers ?
Thanks
Upvotes: 2
Views: 637
Reputation: 7665
So...twice as many terrain points as there are pixels on a shiny new 5K display? That's a huge amount of memory to be using at once on iOS. And you won't be able to see that resolution on an iOS device.
So how about:
Upvotes: 2