I am beginning a fairly large project based on stage3d and I am evaluating various 3d engines to determine if they will be applicable for my application. What we are intending on creating is a 3d visualizer for a high-density height-map. High-density meaning >1M vertices. I am aware of stage3d’s limitations of 65k vertices per vertexBuffer and I am wondering:
“Does away3d support multi-buffer meshes?”
The way I imagine this working is that when a mesh is created which can not be fully contained in a single vertex buffer, additional buffers are created. The renderer would also need to support this, passing each of the vertex buffers to the shader program sequentially. I am delving into the depths of the source for an answer but any opinions and info on this would be appreciated.
Thanks!