fix mesh allocation bug and public mesh api improvements#768
Merged
cart merged 1 commit intobevyengine:masterfrom Nov 2, 2020
Merged
fix mesh allocation bug and public mesh api improvements#768cart merged 1 commit intobevyengine:masterfrom
cart merged 1 commit intobevyengine:masterfrom
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Yup, sounds good to me. Although, I would like not to encapsulate the attributes (or any other fields), unless necessary. But for as a workaround for 0.3, I guess thats ok. 🙂 |
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Yeah I like to keep fields "open" by default too, especially when it improves ergonomics / utility. But in this case I think its actually more ergonomic to encapsulate fields (because we can auto-convert). And in this case I think the methods help guide people toward doing the "right thing". Its definitely a matter of opinion and this one is definitely less clear cut than others. |
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nice catch |
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Fixes #764
This removes attribute_buffer_descriptor_reference from Mesh in favor of computing it on demand. This prevents the "mesh asset change event" from triggering .
I also refactored some things and encapsulated the Mesh fields in favor of accessor methods. This allows us to cut down on user facing boilerplate and makes the backing attribute hashmap an implementation detail.
@julhe I also removed the sorting to cut down on the cost of computing VertexBufferDescriptor. I know I asked you to sort, but now that we're computing the descriptor more frequently its worth optimizing.
Long term I think we should avoid re-computing the VertexBufferDescriptor. Instead we should adopt something like this: