Author Topic: Why ngui don't use mesh.MarkDynamic?  (Read 5350 times)

friuns

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Why ngui don't use mesh.MarkDynamic?
« on: March 17, 2013, 05:25:30 PM »
hi, i searched references for MarkDynamic() but didn't found in ngui scripts

is there some reason? or its just performance leak?

http://docs.unity3d.com/Documentation/ScriptReference/Mesh.MarkDynamic.html
function MarkDynamic () : void
 Optimize mesh for frequent updates.
 Call this before assigning vertices to get better performance when continually updating mesh.

it should be in UIDrawCall.GetMesh() function but its not there

ArenMook

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Re: Why ngui don't use mesh.MarkDynamic?
« Reply #1 on: March 17, 2013, 05:28:42 PM »
No particular reason. I am not familiar with that function, and not sure when it was added.

friuns

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Re: Why ngui don't use mesh.MarkDynamic?
« Reply #2 on: March 17, 2013, 05:35:02 PM »
you mean MarkDynamic? its added already in unity 3.5

there is also comment, but not sure is it related to MarkDynamic()?

   /// <summary>
   /// Returns a mesh for writing into. The mesh is double-buffered as it gets the best performance on iOS devices.
   /// http://forum.unity3d.com/threads/118723-Huge-performance-loss-in-Mesh.CreateVBO-for-dynamic-meshes-IOS
   /// </summary>

   Mesh GetMesh (ref bool rebuildIndices, int vertexCount)
« Last Edit: March 17, 2013, 05:41:46 PM by friuns »