Set default for MeshLoader IndexTypeHint to EITH_OPTIMAL.
Did some tests and the overhead speed cost on loading and rendering where both not really measurable even in a pretty huge scene. While some Irrlicht parts might still have a problem with 32-bit meshes (octree for example, also some meshmanipulator functions), it's probably still less of a problem than having broken meshes and just a nicer default. Also the troubling parts in Irrlicht can be improved over time. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6343 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -8,6 +8,7 @@ Changes in 1.9 (not yet released)
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It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
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Thanks @Wol101 for original patch proposal (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
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- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
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Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
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- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
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- Add IGUIImage::flip to flip/mirror images
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- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
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