UsdkMeshVertexBuffer / UsdkStaticMeshVertexBuffer

In order to make the new mesh system possible, and to effectively render meshes and static meshes, the SDK needed Vertex Buffers. These Buffers pre-calculate and distribute data for all mesh instances that use the same mesh model. Thanks to this mechanic it is possible to effectively render a huge count of mesh instances with the same model. The Vertex Buffers greatly help reducing reprocessing by globally managing data. In the old Unreal Engine 1's mesh system ALL 3D data was re-calculated again and again for each (!) mesh instance. Be it the vertex reprocessing, the normals, UV coordinates, or the LODs.

Main features


 * presets reusable global mesh data like basic UV coordinates, multiskin texture indices, default skins, raw vertex data and so on
 * pre-calculates origin poly and vertex normals, which then can be used to eliminate the need for vertex reprocessing for meshes that dont move or rotate, i.e. a piece of architecture that is never moving is never reprocessed then, and only "limited" by GPU's capability to render 3D mesh data
 * pre-calculates Metamorph LOD values on a global scale to reduce LOD calculations (again.. the old mesh system did this for each mesh instance over and over)
 * drastically reduces reprocessing by sharing mentioned data on a global scale rather then calculating it on a per-instance scale