prefab meshes and removeUnreferencedResources

Minor issues with the Ogre API that can be trivial to fix
Cougar
Halfling
Posts: 47
Joined: Mon Apr 09, 2007 4:29 pm

prefab meshes and removeUnreferencedResources

Postby Cougar » Sat Sep 24, 2011 1:58 pm

Hi, before reporting this in the bug tracker, I wanted to ask about your opinion.
Currently, calling MeshManager::removeUnreferencedResources() deletes all prefab meshes, if they haven't been referenced yet. Do you think this is expected behavior? I certainly didn't expect that :) I think the prefab meshes should be always "locked" in place (i.e. Ogre should keep a reference to them internally) so that they are always available when needed.
Or am I missing something?
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cyrfer
Orc
Posts: 424
Joined: Wed Aug 01, 2007 8:13 pm
Location: Venice, CA, USA

Re: prefab meshes and removeUnreferencedResources

Postby cyrfer » Fri Oct 21, 2011 4:11 pm

For the sake of discussion, I had no idea that behavior was offered by OGRE. I've been trying to figure out how to remove all the resources that OGRE makes without my permission. I hope it works for me, and I hope the behavior does not change.
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User avatar
Klaim
Old One
Posts: 2565
Joined: Sun Sep 11, 2005 1:04 am
Location: Paris, France
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Re: prefab meshes and removeUnreferencedResources

Postby Klaim » Fri Oct 21, 2011 4:55 pm

Isn't there some discussion to replace the prefabs by Ogre Procedural plugin?
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