Refactor asset pipeline to use file paths, improve import
- Switched asset handler interfaces and implementations to use file paths instead of FileStreams for all operations. - Refactored mesh asset structure and parsing, moved meshlet logic to MeshProcessor, and introduced hierarchical MeshNode types. - Updated texture asset handling: switched to bits-per-channel, improved mipmap/cubemap generation, and SPMD HDRI support. - Updated shader asset handlers to use file paths and split code compilation logic. - Improved asset registry: added event debouncing, better path handling, and import time/hash tracking. - Added source generator for IAssetSettings registration to support polymorphic JSON serialization. - Updated dependencies and tests; various minor fixes and cleanups.
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@@ -66,13 +66,13 @@ internal static class ActivationHandler
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AllocationManager.Initialize(opts);
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var assetRegistry = App.GetService<IAssetRegistry>();
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var engineCore = App.GetService<EngineCore>();
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//var assetRegistry = App.GetService<IAssetRegistry>();
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//var engineCore = App.GetService<EngineCore>();
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assetRegistry.OnAssetImported += (sender, e) =>
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{
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engineCore.AssetManager.ReimportAsset(e);
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};
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//assetRegistry.OnAssetImported += (sender, e) =>
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//{
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// engineCore.AssetManager.ReimportAsset(e);
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//};
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return ValueTask.CompletedTask;
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}
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