idea for roblox primitives optimization
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@ -95,6 +95,7 @@ impl FaceDescription{
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}
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}
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}
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}
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//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
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//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
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//implementation: put all roblox primitives into one model.groups
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pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6]) -> crate::model::IndexedModel{
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pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6]) -> crate::model::IndexedModel{
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let mut generated_pos=Vec::<[f32;3]>::new();
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let mut generated_pos=Vec::<[f32;3]>::new();
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let mut generated_tex=Vec::new();
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let mut generated_tex=Vec::new();
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