Started using texture atlas instead of many small meshes.
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@ -4,10 +4,12 @@
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#include "Ogre.h"
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#include <vector>
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#include "AbstractSurfacePatch.h"
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//#include "AbstractSurfacePatch.h"
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//#include "SurfaceTriangle.h"
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//#include "SurfaceVertex.h"
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#include "IndexedSurfacePatch.h"
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namespace Ogre
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{
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//IDEA - If profiling identifies this class as a bottleneck, we could implement a memory pooling system.
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@ -16,11 +18,11 @@ namespace Ogre
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class SurfacePatchRenderable : public SimpleRenderable
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{
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public:
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SurfacePatchRenderable(AbstractSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
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SurfacePatchRenderable(IndexedSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
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~SurfacePatchRenderable(void);
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void updateWithNewSurfacePatch(AbstractSurfacePatch* patchToRender);
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void setGeometry(AbstractSurfacePatch* patchToRender);
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void updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender);
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void setGeometry(IndexedSurfacePatch* patchToRender);
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Real getSquaredViewDepth(const Camera *cam) const;
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Real getBoundingRadius(void) const;
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