improved objloader loading time by a lot
This commit is contained in:
@@ -379,14 +379,8 @@ public class OBJLoader
|
||||
if (m.subMeshCount != meshMaterialNames.Count)
|
||||
m.subMeshCount = meshMaterialNames.Count;
|
||||
|
||||
int[] indexes = new int[0];
|
||||
foreach (OBJFace f in faces)
|
||||
{
|
||||
int l = indexes.Length;
|
||||
System.Array.Resize(ref indexes, l + f.indexes.Length);
|
||||
System.Array.Copy(f.indexes, 0, indexes, l, f.indexes.Length);
|
||||
}
|
||||
|
||||
var indexes = faces.SelectMany(f => f.indexes).ToArray();
|
||||
|
||||
for (int i = 0; i < indexes.Length; i++)
|
||||
{
|
||||
int idx = indexes[i];
|
||||
@@ -432,7 +426,6 @@ public class OBJLoader
|
||||
Material[] processedMaterials = new Material[meshMaterialNames.Count];
|
||||
for (int i = 0; i < meshMaterialNames.Count; i++)
|
||||
{
|
||||
|
||||
if (materialCache == null)
|
||||
{
|
||||
processedMaterials[i] = new Material(Shader.Find("Standard (Specular setup)"));
|
||||
|
||||
Reference in New Issue
Block a user