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