I know its still a WIP but i saw some spelling mistakes, and wanted to try and use the diff tool, hopefully i did it right, but probably not
[patch]
โ com/jme3/scene/BatchNode.java in C:UsersWesleyAppDataRoaming.jmonkeyplatform3.0betalibsjMonkeyEngine3-sources.zip
+++ C:UsersWesleyDocumentsjMonkeyProjectsBasicGamesrcBatchNode1.java
@@ -50,19 +50,19 @@
/**
-
- BatchNode holds geometrie that are batched version of all geometries that are in its sub scenegraph.
- BatchNode holds geometrie that are batched version of all geometries that are in its sub scenegraph.
-
- BatchNode holds geometries that are a batched version of all the geometries that are in its sub scenegraph.
- BatchNode holds geometries that are a batched version of all the geometries that are in its sub scenegraph.
- There is one geometry per different material in the sub tree.
-
- this geometries are directly attached to the node in the scene graph.
- this geometries are directly attached to the node in the scene graph.
-
- usage is like any other node except you have to call the {@link #batch()} method once all geoms have been attached to the sub scene graph and theire material set
- usage is like any other node except you have to call the {@link #batch()} method once all geoms have been attached to the sub scene graph and theire material set
-
- The geometries are directly attached to the node in the scene graph.
- The geometries are directly attached to the node in the scene graph.
-
- Usage is like any other node except you have to call the {@link #batch()} method once all the geometries have been attached to the sub scene graph and their material set
- Usage is like any other node except you have to call the {@link #batch()} method once all the geometries have been attached to the sub scene graph and their material set
- (see todo more automagic for further enhancements)
-
- all the geometry that have been batched are set to {@link CullHint#Always} to not render them.
- all the geometry that have been batched are set to {@link CullHint#Always} to not render them.
-
- the sub geometries can be transformed as usual their transforms are used to update the mesh of the geometryBatch.
- the sub geometries can be transformed as usual their transforms are used to update the mesh of the geometryBatch.
-
- sub geoms can be removed but it may be slower than the normal spatial removing
- sub geoms can be removed but it may be slower than the normal spatial removing
-
- Sub geoms can be added after the batch() method has been called but wonโt be batched and will be rendered as normal geometries.
- Sub geoms can be added after the batch() method has been called but wonโt be batched and will be rendered as normal geometries.
-
- All the geometries that have been batched are set to {@link CullHint#Always} to not render them.
- All the geometries that have been batched are set to {@link CullHint#Always} to not render them.
-
- The sub geometries can be transformed as usual, their transforms are used to update the mesh of the geometryBatch.
- The sub geometries can be transformed as usual, their transforms are used to update the mesh of the geometryBatch.
-
- Sub geoms can be removed but it may be slower than the normal spatial removing
- Sub geoms can be removed but it may be slower than the normal spatial removing
-
- Sub geoms can be added after the batch() method has been called but wonโt be batched and will just be rendered as normal geometries.
- Sub geoms can be added after the batch() method has been called but wonโt be batched and will just be rendered as normal geometries.
- To integrate them in the batch you have to call the batch() method again on the batchNode.
*
- TODO normal or tangents or both looks a bit weird
-
- TODO more automagic (batch when needed in the updateLigicalState)
- TODO more automagic (batch when needed in the updateLigicalState)
-
- TODO more automagic (batch when needed in the updateLogicalState)
[/patch]
I just copy and pasted the file into my project, made changes, and applied the diff.
- TODO more automagic (batch when needed in the updateLogicalState)