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@wrestledBearOnce wrestledBearOnce commented Sep 1, 2022

Closes: #605
Closes: #525
Closes: #456
Closes: #396
Closes: #622

  • Implemented new mesh backing field logic which registeres each and every change inside the data

  • Update GPU data once per frame via MeshManager.cs (if requested, default true)

  • Prepared the possibility to track changed indices/index ranges (not yet completely implemented)

  • Re-Calculate the AABB for each mesh, each frame (only if necessary)

  • Use ReadOnlySpan<T> where possible, pass only references to the mesh data until we arrive at the GL methods

  • Update all triangles from ushort to uint (Android, Blazor, Desktop), no mesh triangles limitation to ushort.max anymore

  • Follow-ups: implement and track each changed index range, implement the possibility to switch between dynamic (CPU and GPU data present) static (CPU data is readonly), GPUMesh (no more CPU data) mesh implementation

@ASPePeX ASPePeX merged commit c366e3e into develop Sep 15, 2022
@ASPePeX ASPePeX deleted the feature/525-rework-mesh branch September 15, 2022 08:59
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