Add support for uint as triangle indices for mesh updates API

This commit is contained in:
Wojtek Figat
2021-08-13 10:04:44 +02:00
parent 4984ba1bb3
commit f44e5fb2fe
6 changed files with 154 additions and 12 deletions

View File

@@ -608,7 +608,7 @@ ScriptingObject* Mesh::GetParentModel()
return _model;
}
bool Mesh::UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj)
bool Mesh::UpdateMeshUInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj)
{
return ::UpdateMesh<uint32>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
}
@@ -618,7 +618,7 @@ bool Mesh::UpdateMeshUShort(int32 vertexCount, int32 triangleCount, MonoArray* v
return ::UpdateMesh<uint16>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
}
bool Mesh::UpdateTrianglesInt(int32 triangleCount, MonoArray* trianglesObj)
bool Mesh::UpdateTrianglesUInt(int32 triangleCount, MonoArray* trianglesObj)
{
return ::UpdateTriangles<uint32>(this, triangleCount, trianglesObj);
}