Rename IMeshLoader::setPreferredIndexType to setIndexTypeHint and give it a new enum.

Giving the loader it's own enum allowed me to add more options. 
EITH_OPTIMAL which reduces buffers back to 16-bit if they don't need 32-bit.
Using that in obj loader.
Also 32-bit meshes with EMT_PARALLAX_MAP_SOLID material should now work in obj loader (untested as I got no test-case)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6340 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2022-04-19 13:10:16 +00:00
parent d484711f2e
commit 24f2a1e9ab
4 changed files with 37 additions and 19 deletions

View File

@ -2,9 +2,9 @@
Changes in 1.9 (not yet released)
- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
- obj writer can now write 32 bit buffers
- obj meshloader can now load 32 bit buffers when setPreferredIndexType is set to EIT_32BIT.
- obj meshloader can now load 32 bit buffers when setIndexTypeHint is set correspondingly
It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
- Add IMeshLoader::setPreferredIndexType and getPreferredIndexType to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
- Add IMeshBuffer::getType to allow finding out which class type a meshbuffer has (similar to ISceneNode::getType).
- Add IGUIImage::flip to flip/mirror images
- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).