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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@@ -130,7 +130,7 @@ public readonly unsafe ref struct RenderContext
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if (staticMesh)
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{
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meshData.CookMeshlets();
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//meshData.CookMeshlets();
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UploadMeshlets(mesh);
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meshData.ReleaseCpuResources();
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}
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