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what's new update

Julien Barrois 6 年之前
父節點
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01ce972fd3
共有 1 個文件被更改,包括 1 次插入1 次删除
  1. 1 1
      dist/preview release/what's new.md

+ 1 - 1
dist/preview release/what's new.md

@@ -58,7 +58,7 @@
   - Enabled a removal in O(1) from the `transformNodes` array and `materials` array of the `Scene`. As a consequence, the order of the element within these arrays might change during a removal
   - Enabled a removal in O(1) from the `instances` array of a `Mesh`. As a consequence, the order of the element within this array might change during a removal
   - Stopped calling `Array.splice` on the `scene.meshes` array and on the `engine._uniformBuffer` when removing an element. As a consequence, the order of the element within these arrays might change during a removal
-  - Added an option `useGeometryIdsMap` in the `Scene` constructor options. When set to true, each `Scene` isntance will have and will keep up-to-date a map of geometry per `uniqueId`. This is to avoid browsing all the geometries of the scene when a new one is being pushed. Disabled by default
+  - Added an option `useGeometryIdsMap` in the `Scene` constructor options. When set to true, each `Scene` isntance will have and will keep up-to-date a map of geometry per `uniqueId`. This is to avoid browsing all the geometries of the scene when a new one is being pushed. It also enables a removal of geometry in O(1). Disabled by default
   - Added an option `useMaterialMeshMap` in the `Scene` constructor options. When set to true, each `Material` isntance will have and will keep up-to-date a map of its bound meshes. This is to avoid browsing all the meshes of the scene to retrieve the ones bound to the current material when disposing the Material. Disabled by default
   - Added an option `useClonedMeshhMap` in the `Scene` constructor options. When set to true, each `Mesh` will have and will keep up-to-date a map of cloned meshes. This is to avoid browsing all the meshes of the scene to retrieve the ones that have the current mesh as source mesh. Disabled by default
   - Added `blockfreeActiveMeshesAndRenderingGroups` property in the `Scene`, following the same model as `blockMaterialDirtyMechanism`. This is to avoid calling `Scene.freeActiveMeshes` and `Scene.freeRenderingGroups` for each disposed mesh when we dispose several meshes in a row. One have to set `blockfreeActiveMeshesAndRenderingGroups` to `true` just before disposing the meshes, and set it back to `false` just after