Spread limit

hi there, how to improve vvvv max spread handling? I always asked myself why there is a limit to the number of renderized object before it starts “crashing”, grafically at least…is it a matter of resources available? I have still lot of free memory…

If its a quad or similar, switch to slicewise rendering stops the gfx bugs…

since b26 primitives (quad, pillow, …) use 32bit indexbuffers so there should be a huge increase in the number of primitives drawable without the need to “drawing slicewise”.

if that doesn’t answer your question please be more specific. a demopatch would also help.

thx both… no text …