In my case Texture Coordset parts may move each frame.
In my "UniqueImpostorSet", each impostor representing a unique MovableObject, that can be represented by a bigger or lesser texture part of the billboardset material, meaning different texture coordinates.
If "const *" that means, having to allocate a huge coordset FloatRect clone, fill it each frame, call BillboardSet::setTextureCoords each frame, which will copy over BillboardSet own coordset, resulting on very costly copy calls, not speaking of the memory cost, as it doubles memory necessary for texture coordinates.
Ideally :
- Code: Select all
virtual Ogre::FloatRect const * getTextureCoords( uint16 * oNumCoords );
should to be :
- Code: Select all
virtual Ogre::FloatRect * const getTextureCoords( uint16 * oNumCoords );
(perhaps it's just a typo, "const *" and "* const" being rather syntax near, and it's Dagon related)






