BEPU 2.0 - int or short for collision meshes?
Posted: Tue Feb 07, 2017 3:58 pm
Hello,
I'm currently refactoring the code of my current Unity 3D project and added a mechanism to split up large meshes (more than 64k vertices) into smaller pieces due to Unity using unsigned shorts for their vertex indices. As far as I can see BEPU 1.0 is using ints for its collision meshes, so I won't have to do the same thing for collision meshes, will I? Will BEPU 2.0 also use ints for its vertex indices?
BTW: Are there any updates regarding BEPU 2.0? I'm really looking forward to it.
I'm currently refactoring the code of my current Unity 3D project and added a mechanism to split up large meshes (more than 64k vertices) into smaller pieces due to Unity using unsigned shorts for their vertex indices. As far as I can see BEPU 1.0 is using ints for its collision meshes, so I won't have to do the same thing for collision meshes, will I? Will BEPU 2.0 also use ints for its vertex indices?
BTW: Are there any updates regarding BEPU 2.0? I'm really looking forward to it.