Add various improvements to MeshAccessor such as ComputeNormals and ComputeTangents

https://forum.flaxengine.com/t/how-to-create-procedural-generated-geometry-using-meshaccessor/2420
This commit is contained in:
Wojtek Figat
2026-03-26 17:13:46 +01:00
parent f1b6c13ba9
commit b6789ee523
5 changed files with 119 additions and 11 deletions

View File

@@ -548,6 +548,13 @@ void RenderTools::ComputeCascadeUpdateFrequency(int32 cascadeIndex, int32 cascad
}
}
bool RenderTools::ShouldUpdateCascade(int32 frameIndex, int32 cascadeIndex, int32 cascadeCount, int32 updateMaxCountPerFrame, bool updateForce)
{
int32 updateFrequency, updatePhrase;
ComputeCascadeUpdateFrequency(cascadeIndex, cascadeCount, updateFrequency, updatePhrase, updateMaxCountPerFrame);
return (frameIndex % updateFrequency == updatePhrase) || updateForce;
}
float RenderTools::ComputeTemporalTime()
{
const float time = Time::Draw.UnscaledTime.GetTotalSeconds();