Refactored Mesh internals and formats.

-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
This commit is contained in:
reduz
2020-12-01 22:40:47 -03:00
parent 3beab2646f
commit 70f5972905
29 changed files with 1332 additions and 881 deletions
+1
View File
@@ -102,6 +102,7 @@ public:
virtual String get_resource_type() const = 0;
virtual float get_priority() const { return 1.0; }
virtual int get_import_order() const { return 0; }
virtual int get_format_version() const { return 0; }
struct ImportOption {
PropertyInfo option;