Pavel Rojtberg
Pavel Rojtberg
you can use Any for communicating back and forth with the Assimp Codec. See: https://github.com/OGRECave/ogre/blob/e0c437ca3f967fedf0e7c3112cf7bb63a5689cfc/Tools/AssimpConverter/main.cpp#L219
also yes, I think having collider handling in blender2ogre/ OgreBullet would be useful.
actually I would like to restrict native window handling in Ogre to a minimum, as it is a headache to maintain and add for new platforms. In fact Win32 is...
and what kind of improvement could you measure?
yeah.. maybe you should just bg load all materials in a resource group instead of that..
- arent you loading the mods in RoR into separate resource groups anyway? - I dont think loading the mesh and its material in parallel is that beneficial. The bottleneck...
you cannot just prepare meshes. The ManualResourceLoader API is made to mainly handle load.
maybe this is better suited as a VTest, as there is nothing visual here, but rather tests the workflow. VTests are here: https://github.com/OGRECave/ogre/blob/0f01724bb8f25cf8813047253d43867450f5553a/Tests/VisualTests/PlayPen/src/PlayPenTests.cpp#L302 and are executed as part of our...
how about this? Not pretty, but does not need any new API: ```cpp /// user static void callback(SceneNode* sn) {} snode->getUserObjectBindings().setUserAny("childCreatedListener", &callback); /// dotscene auto cb = any_cast(rootNode->getUserObjectBindings().getUserAny("childCreatedListener")); ```
```cpp auto listener = std::function([](SceneNode* sn) {}); snode->getUserObjectBindings().setUserAny("callback", listener); auto cb = any_cast(snode->getUserObjectBindings().getUserAny("callback")); ```