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
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@@ -61,7 +61,6 @@ internal static class ActivationHandler
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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.
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FreeListChunkSize = 64 * 1024 * 1024,
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FreeListDefaultAlignment = 8,
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FreeListConcurrencyLevel = Environment.ProcessorCount
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};
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AllocationManager.Initialize(opts);
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