In 1.7.3, it appears that if you clone a loaded mesh, the clone has pMesh->mAutoBuildEdgeLists = true even though the original has pMesh->mAutoBuildEdgeLists = false.
That might mean that edge lists will be created for the mesh automatically even if shadows aren't active or shadow maps are being used. The clone should probably copy the mAutoBuildEdgeLists of the original.
A more complete description in this thread, http://www.ogre3d.org/forums/viewtopic. ... 07#p454607
Cloned meshes make useless edge lists.
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Cloned meshes make useless edge lists.
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Re: Cloned meshes make useless edge lists.
That indeed sounds reasonable.
At least I see no reason for it to work this way, probably just overlooked.
I don't think it would hurt to create a ticket for it.
I assume this solves the issues you were having here: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=69602 ?
At least I see no reason for it to work this way, probably just overlooked.
I don't think it would hurt to create a ticket for it.
I assume this solves the issues you were having here: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=69602 ?
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Re: Cloned meshes make useless edge lists.
Ticket created.
Yeah, it explained why rendering was hanging, the debug build was spending ages building unneeded edge lists. Unfortunately I don't think my workaround (pEnt->setCastShadows(false)) will work for people using Ogre's in built shadow mapping.
Yeah, it explained why rendering was hanging, the debug build was spending ages building unneeded edge lists. Unfortunately I don't think my workaround (pEnt->setCastShadows(false)) will work for people using Ogre's in built shadow mapping.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.