Fix vertex buffer locking on html5 for deinterleaved buffers and batched meshes #146
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There were still some usages of
vb.lockInt16()
that wouldn't compile for html5. Now the material_batch and physics_softbody examples compile again for html5, even though the latter still has runtime errors caused by something ammo.js related.Unfortunately deinterleaved buffers are still broken on D3D11 for meshes with more than one vertex buffer due to Kode/Kinc#338, the values seem to get placed into only one big buffer that is then interpreted as being interleaved.