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Crash on iOS load


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Hi my app is crashing on initial load (not always), looks like that happens when scene start to load, after error site is reloaded and works further ok. I am trying to get more debug info , but right now I have only this message GL Support: can **NOT** render to 1 texture. Have anyone had similar issues? Works great on desktop.

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Yes, you must pay a lot of attention on mobiles. Memory is constraint and trying to load a model bigger than 50 MB could easily fail as the browser is taking too much memory to load the JSON and parse it in memory.

If you can, try to use our incremental system to avoid this problem: http://doc.babylonjs.com/tutorials/using_the_incremental_loading_system but even so, it could still generate crashes. Espilit using this approach: http://www.babylonjs.com/Demos/Espilit works perfectly well on iOS but Hill Valley could sometimes crash for instance http://www.babylonjs.com/Demos/HillValley

Note also that big textures could also saturate more quickly the memory on mobile and generate crashes too. 


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Yes, building yourself the scene with separate calls to ImportMesh could help. Separated thread in JavaScript means Web Worker, it could help by avoiding blocking the UI thread but this won't help memory wise which is our main issue there. Plus it's often useless as the communication back to the main thread is often complicated and doesn't offer performance boost. Loading a "big" (for mobile) mesh at once is mainly a memory issue. 

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