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Add sprite and mesh alteration examples #15298
Add sprite and mesh alteration examples #15298
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@JMS55 Is this the kind of thing you had in mind? New territory for me, so feel free to provide more direction!
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@JMS55 will know better than me, but IME it is the other way around: usually you won't be mutating meshes at runtime, so it's best to set it to RENDER_WORLD only unless you have a good reason to set it to ALL. Although IIRC for footgun reasons, we left the default at ALL.
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So JMS55 wrote:
Perhaps if I make a point of only setting this to
all
for the asset whose mesh we're going to directly modify, and re-word the comment to say the default is "usually safe" unless you have more specific needs? I'll push that so you can have a read.There was a problem hiding this comment.
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The default is not usually safe, it is always safe, as the default is ALL. It's just twice as expensive than it needs to be for 99% of use cases, as nearly no one will be editing or inspecting meshes at runtime. Many people choose to use RENDER_WORLD instead of ALL for meshes, which is safe until you need to access the mesh on the CPU, which we do in this example.
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I'm with you now. OK, so maybe the second one we explicitly set it to
RENDER_WORLD
and add a further comment there. Maybe also modify the sprite example.