Refactor mesh asset handling and memory allocation

- Unified FBX/OBJ logic into MeshAssetHandler and moved mesh node classes to MeshNode.cs
- Updated IAssetHandler to use CreateDefaultSettings(string ext)
- Made MeshAsset the abstract base, removed FBXAsset
- Switched mesh import/processing to use memory pools and explicit AllocationHandle
- Standardized manifest serialization options
- Improved error handling and normalized project paths
- Updated tests, project files, and AssetReference struct
This commit is contained in:
2026-05-05 21:12:15 +09:00
parent 5de480e231
commit 744b058e6a
15 changed files with 355 additions and 285 deletions

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@@ -61,7 +61,6 @@ internal static class ActivationHandler
StackCapacity = 1024 * 1024 * 32, // 32 MB. Stack using virtual memory, so this is just a reservation and won't actually consume physical memory until used.
FreeListChunkSize = 64 * 1024 * 1024,
FreeListDefaultAlignment = 8,
FreeListConcurrencyLevel = Environment.ProcessorCount
};
AllocationManager.Initialize(opts);