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Add polygonal models support #5
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It is possible to render meshes but right now it's ridiculously slow due to the fact that we perform too many hit tests inside of the mesh object itself. Need to further optimize that and subdivide internal components into different lists. |
I forgot that I had BVH :( Now mesh automatically uses BVH tree to balance triangles. |
Need to check the UV-mapping of the mesh. |
UV mapping for individual triangles work great although I will need to add support for proper UV maps for meshes. This will require re-work of the mesh-triangle relationship, e.g. triangle cannot exist without mesh with UV map and normal map. |
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