Closed randomPoison closed 8 years ago
This change just got merged into master as part of me lazily merging all of my working changes, so this is done for the time being. We'll need to do more optimization improvements in the future but this handled the bulk of the work.
Do what we did in #52 but for
TransformManager
. The big issue here is that unlike in the other managers transforms have to move around in memory sometimes (i.e. when re-parenting the children change rows). I think at this point we should look into building a more robust scene graph system since fixing this problem is already going to require that we rebuild a large chunk of the transform system. It would be good to look at what Ogre3D's scene graph code looks like for 2.1 since it allows for client code to hold pointers directly to graph nodes yet still manages to be performant (and it's MIT licensed so we can duplicate what they're doing without licensing issues).