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72
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Ability to set pointers to mesh buffers.

Scripting

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GetNativeVertexBufferPtr() and GetNativeIndexBufferPtr() methods are nice for optimization when we want to operate mesh dynamicly, but they are useless if we want to resize vertices or triangles array. Ability to create buffers with given length and apply them to mesh would be great performance boost, since for large meshes (let's say >100000 verts) cost of setting mesh.vertices, nomals etc. is too big (setting all of channels takes ~15ms).

Comments (2)

  1. Bac6ce0a06b540a32301deec502f17e5?d=mm

    MrDyrektor

    Mar 09, 2018 16:49

    A thing that would also be great, is ability to set how much of vertices from VBO and triangles from IBO should be rendered for individual Mesh object. Once created large buffer objects could be changed very often without creating new one.

  2. 0671b5cb864541f7b01d96c39780e169?d=mm

    deus0

    Jan 26, 2018 06:03

    This is really needed for terrain engines that are more dynamic and update as a result of game-play.

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