glTFRuntime
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CustomizeLoadStaticMeshAsync
-load static mesh parallely in async thread to process faster -changed parallelfor to for because using parallelfor is slower than for when load a heavy mesh -added some functions I would like
@NaoTel thaks for the patch. As i have already reported on discord it has few issues but it has definitely lot of good points in it. I will add the stuff that can be applied safely and eventually we will discuss a better approach on discord. I will add a new actor that will be a base for the parallel approach you suggested too.
Oh, sounds great! Thank you for considering to add new actor. I look forward to update.