This is how these problems can be solved:Ī) Deferred VBO updates, mesh is asynchronously uploaded during its creation or has a method "updateVBO()", then its not going to stall if you wait at least 4 frames before using it.Ī loads better implementation would be implemented by splitting the IMeshBuffer into more objects. I solved (B) and I'm coding around (C) but unlike the irrlicht devs, I dont have inertia put upon me and I can do quite drastic solutions (like breaking the DX9 and DX8 drivers). All of the problems can be solved, but the reason why they are not going to be is because of backward compatibility.
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