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.
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@@ -102,6 +102,7 @@ public:
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virtual String get_resource_type() const = 0;
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virtual float get_priority() const { return 1.0; }
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virtual int get_import_order() const { return 0; }
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virtual int get_format_version() const { return 0; }
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struct ImportOption {
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PropertyInfo option;
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