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
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@ -492,7 +492,7 @@ namespace scene
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\return Pointer to the OctTree if successful, otherwise 0.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false) = 0;
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s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) = 0;
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//! Adds a scene node for rendering using a octtree to the scene graph.
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/** This a good method for rendering scenes with lots of
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@ -111,7 +111,7 @@ namespace scene
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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//! faster then a bsp tree.
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virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
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s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false);
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//! Adss a scene node for rendering using a octtree. This a good method for rendering
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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