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@@ -57,7 +57,7 @@
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- 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
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- 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
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- 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
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- 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
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- Prevented code from doing useless and possible time consuming computation when disposing the `ShaderMaterial` of a `LinesMesh`
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- Prevented code from doing useless and possible time consuming computation when disposing the `ShaderMaterial` of a `LinesMesh`
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- - Make a better use of the `isIdentity` cached value wihtin a `Matrix`
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+ - Make a better use of the `isIdentity` cached value within a `Matrix`
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- Make sure we browse all the submeshes only once in `Material.markAsDirty` function
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- Make sure we browse all the submeshes only once in `Material.markAsDirty` function
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- Added an `Vector3.UnprojectRayToRef` static function to avoid computing and inverting the projection matrix twice when updating a Ray.
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- Added an `Vector3.UnprojectRayToRef` static function to avoid computing and inverting the projection matrix twice when updating a Ray.
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- Added per mesh culling strategy ([jerome](https://github.com/jbousquie))
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- Added per mesh culling strategy ([jerome](https://github.com/jbousquie))
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