?STL file mesh limits

Hi
Am ‘migrating’ from Java3D to ‘modern’ 3D tooling :slight_smile:
Have got the basics working - But am failing to load a large STL file

moon_lamp_10_inches_refinement_level_360.stl
Have downloaded this from NASA CGI Moon Kit 2019 Moon Lamp by moononournation - Thingiverse

This file fails in my app
Also fails in Babylon sandbox

A medium sized file
moon_lamp_1.33_inches_Y175.stl
available at 1.33 Inches NASA CGI Moon Kit 2019 Moon Lamp by moononournation - Thingiverse

This loads OK in BOTH my App and also in Babylon sandbox

am using ---- code-snippet

assetsManager.addMeshTask(meshTask, , file:, filename);
assetsManager.load();

???Am I hitting some limit within Babylon JS or is there something I can configure/tweak to fix this

Many thanks

Welcome to the forum !!!

cc @bghgary who might know about stl but my guess is that your asset might be to big to handle in web :frowning:

Loading the large file (253Mb) in the sandbox does work for me:

Have you some errors in the browser console log?

Browser console log info as below
Thanks for taking a look at this for me
Have had to cut parts of the log away as too big for these text panes
Let me know if you need the full text of any of the sections

BJS - [15:25:29]: Unable to compile effect: logger.ts:103:29

BJS - [15:25:29]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vDiffuseColor, vSpecularColor, vEmissiveColor, visibility, vFogInfos, vFogColor, pointSize, vDiffuseInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vSpecularInfos, vBumpInfos, vLightmapInfos, vRefractionInfos, mBones, diffuseMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, specularMatrix, bumpMatrix, normalMatrix, lightmapMatrix, refractionMatrix, diffuseLeftColor, diffuseRightColor, opacityParts, reflectionLeftColor, reflectionRightColor, emissiveLeftColor, emissiveRightColor, refractionLeftColor, refractionRightColor, vReflectionPosition, vReflectionSize, vRefractionPosition, vRefractionSize, logarithmicDepthConstant, vTangentSpaceParams, alphaCutOff, boneTextureWidth, morphTargetTextureInfo,

morphTargets, oitDepthSampler, oitFrontColorSampler, detailSampler, shadowSampler0, depthSampler0 logger.ts:103:29

BJS - [15:25:29]: Attributes: position, normal logger.ts:103:29

BJS - [15:25:29]: Defines: #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define SPECULARDIRECTUV 0 #define

SCENE_MRT_COUNT 0 #define VIGNETTEBLENDMODEMULTIPLY #define SAMPLER3DGREENDEPTH #define SAMPLER3DBGRMAP #define CAMERA_PERSPECTIVE #define LIGHT0 #define HEMILIGHT0 logger.ts:103:29

BJS - [15:25:29]: Vertex code: logger.ts:103:29

BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define

finalWorld=world; vec4 worldPos=finalWorldvec4(positionUpdated,1.0); mat3 normalWorld=mat3(finalWorld); vNormalW=normalize(normalWorldnormalUpdated); #define CUSTOM_VERTEX_UPDATE_WORLDPOS gl_Position=viewProjection*worldPos; vPositionW=vec3(worldPos); vec2 uvUpdated=vec2(0.,0.); #define CUSTOM_VERTEX_MAIN_END } logger.ts:103:29

BJS - [15:25:29]: Fragment code: logger.ts:103:29

BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define

#define CUSTOM_FRAGMENT_BEFORE_FOG color.rgb=max(color.rgb,0.); color.a*=visibility; #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR glFragColor=color; #define CUSTOM_FRAGMENT_MAIN_END } logger.ts:103:29

BJS - [15:25:29]: Error: Must have a compiled vertex shader attached: SHADER_INFO_LOG: logger.ts:103:29

BJS - [15:25:29]: Trying next fallback. logger.ts:103:29

BJS - [15:25:29]: Unable to compile effect: logger.ts:103:29

BJS - [15:25:29]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vDiffuseColor, vSpecularColor, vEmissiveColor, visibility, vFogInfos, vFogColor, pointSize, vDiffuseInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vSpecularInfos, vBumpInfos,

morphTargets, oitDepthSampler, oitFrontColorSampler, detailSampler, shadowSampler0, depthSampler0 logger.ts:103:29

BJS - [15:25:29]: Attributes: position, normal logger.ts:103:29

BJS - [15:25:29]: Defines: #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define SPECULARDIRECTUV 0 #define BUMPDIRECTUV 0 #define NORMAL #define NUM_BONE_INFLUENCERS 0 #define BonesPerMesh 0 #define LIGHTMAPDIRECTUV 0 #define NUM_MORPH_INFLUENCERS 0 #define ALPHABLEND #define PREPASS_IRRADIANCE_INDEX -1 #define PREPASS_ALBEDO_SQRT_INDEX -1 #define PREPASS_DEPTH_INDEX -1 #define PREPASS_NORMAL_INDEX -1 #define PREPASS_POSITION_INDEX -1 #define PREPASS_VELOCITY_INDEX -1 #define PREPASS_REFLECTIVITY_INDEX -1 #define SCENE_MRT_COUNT 0 #define VIGNETTEBLENDMODEMULTIPLY #define SAMPLER3DGREENDEPTH #define SAMPLER3DBGRMAP #define CAMERA_PERSPECTIVE #define LIGHT0 #define HEMILIGHT0 logger.ts:103:29

BJS - [15:25:29]: Vertex code: logger.ts:103:29

BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define

normalWorld=mat3(finalWorld); vNormalW=normalize(normalWorldnormalUpdated); #define CUSTOM_VERTEX_UPDATE_WORLDPOS gl_Position=viewProjectionworldPos; vPositionW=vec3(worldPos); vec2 uvUpdated=vec2(0.,0.); #define CUSTOM_VERTEX_MAIN_END } logger.ts:103:29

BJS - [15:25:29]: Fragment code: logger.ts:103:29

BJS - [15:25:29]: #version 300 es #define WEBGL2 #define MATERIALPLUGIN_1 #define DETAILDIRECTUV 0 #define DETAIL_NORMALBLENDMETHOD 0 #define DIFFUSEDIRECTUV 0 #define AMBIENTDIRECTUV 0 #define OPACITYDIRECTUV 0 #define EMISSIVEDIRECTUV 0 #define

color=vec4(finalDiffusebaseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha); #define CUSTOM_FRAGMENT_BEFORE_FOG color.rgb=max(color.rgb,0.); color.a=visibility; #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR glFragColor=color; #define CUSTOM_FRAGMENT_MAIN_END } logger.ts:103:29

BJS - [15:25:29]: Error: Must have a compiled vertex shader attached: SHADER_INFO_LOG: logger.ts:103:29

WebGL warning: bufferData: Error from driver: 0x0505
WebGL warning: linkProgram: Must have a compiled vertex shader attached: SHADER_INFO_LOG:

WebGL warning: bufferData: Error from driver: 0x0505

That seems to mean “out of memory” or a driver problem => https://bugzilla.mozilla.org/show_bug.cgi?id=1532525

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Checked my Graphics settings
Seems Browser(Firefox) wasn’t making use of the Nvidia Graphics card
Have enabled that & can now load/see the Large file as expected

So I guess the default (Intel) graphics card was not up to the job

Thanks for your time

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