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
This commit is contained in:
cutealien 2022-04-19 21:44:50 +00:00
parent 3ce2f0c0dd
commit dd36699ad2
2 changed files with 8 additions and 4 deletions

View File

@ -8,6 +8,7 @@ Changes in 1.9 (not yet released)
It's 16 bit meshes use now also an IDynamicMeshbuffer instead of an SMeshBuffer.
Thanks @Wol101 for original patch proposal (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
- Add IMeshLoader::setIndexTypeHint and getIndexTypeHint to allow setting hints for the loaders if users prefer 16 or 32 bit meshbuffers.
Default is now to use optimal meshbuffer depending on number of vertices (if the loader supports it).
- 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).

View File

@ -30,7 +30,7 @@ class IMeshLoader : public virtual IReferenceCounted
public:
//! Constructor
IMeshLoader() : TextureLoader(0), IndexTypeHint(EITH_16BIT) {}
IMeshLoader() : TextureLoader(0), IndexTypeHint(EITH_OPTIMAL) {}
//! Destructor
virtual ~IMeshLoader()
@ -82,21 +82,24 @@ public:
enum E_INDEX_TYPE_HINT
{
//! Prefer to use 16-bit index buffers even if it breaks the mesh
//! The default (and only option) before Irrlicht 1.9
EITH_16BIT,
//! Allow using 32-bit index buffers
EITH_32BIT,
//! Allow 32-bit, but copy back to 16-bit when 32 is not needed.
//! So tiny overhead on loading, but meshes are later more optimal
//! So tiny overhead (sometimes extra allocation+copying) on loading,
//! but meshes are later more optimal.
//! Default since Irrlicht 1.9
EITH_OPTIMAL
};
//! Give loader a hint if you would prefer 16 or 32 bit meshbuffers.
/**
Generally Irrlicht works with 16-bit meshbuffers so far.
Rendering 32-bit meshbuffers works, other functions like
Before Irrlicht 1.9 Irrlicht worked mostly with 16-bit meshbuffers.
Rendering 32-bit meshbuffers works, but some functions like
mesh-writing and mesh manipulation might not work yet.
NOTE: Most loaders will ignore this hint so far, but hopefully
will care about it in the future.