Increased and synced the default parameter for polys per octree node.

git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@1452 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
hybrid 2008-08-07 10:21:09 +00:00
parent 91862fae84
commit 0e7a2715de
2 changed files with 2 additions and 2 deletions

View File

@ -492,7 +492,7 @@ namespace scene
\return Pointer to the OctTree if successful, otherwise 0.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false) = 0;
s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) = 0;
//! Adds a scene node for rendering using a octtree to the scene graph.
/** This a good method for rendering scenes with lots of

View File

@ -111,7 +111,7 @@ namespace scene
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
//! faster then a bsp tree.
virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false);
//! Adss a scene node for rendering using a octtree. This a good method for rendering
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much