-----------------------------------------------------------------------
| 517 | } |
| 518 | //----------------------------------------------------------------------- |
| 519 | void SceneManager::shrinkToFitMemoryPools() |
| 520 | { |
| 521 | for( size_t i = 0; i < NUM_SCENE_MEMORY_MANAGER_TYPES; ++i ) |
| 522 | { |
| 523 | mNodeMemoryManager[i].shrinkToFit(); |
| 524 | mEntityMemoryManager[i].shrinkToFit(); |
| 525 | mForwardPlusMemoryManager[i].shrinkToFit(); |
| 526 | } |
| 527 | |
| 528 | mLightMemoryManager.shrinkToFit(); |
| 529 | // Skeletons are more complex because the new slot count must be multiple bonesPerDepth |
| 530 | // mSkeletonAnimationManager.shrinkToFit(); |
| 531 | mTagPointNodeMemoryManager.shrinkToFit(); |
| 532 | } |
| 533 | //----------------------------------------------------------------------- |
| 534 | Item *SceneManager::createItem( |
| 535 | const String &meshName, |
no test coverage detected