out of M3G SkinnedMesh
self-calculated skinned mesh is done.
from now on, all rendering in the engine is only to call one m3g api:
g3d.render( vtxBuffer, idxBuffer[0], appearance[0], transform );
the first benefit is get a more fastern shadow, but there are more float operations… I’ll test it on Monday in details.
Maybe caching all the key-frames is the last optimization way.
XXXXXXXXXXXXX图片删了XXXXXXXXXXXXXXXXXXXX