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I am trying to implement modifications to objects already in a Scene. The simplest example is the ability to delete a PolygonInstance after it has been added to a scene.
The Scene::remove_object requires a pointer to the entire T: Rendered rather than a RenderID, even though it simply references the object by id for removal from the Scene::objects member. Is it necessary to keep a pointer to the T: Rendered object in order to implement this behavior?
This is a bit onerous as it requires propagating lifetimes to maintain the collection of pointers, e.g. my_objects: HashMap<String, &'a PolygonInstance>. I understand I may be missing something about how these are used to synchronize data with the GPU, though.
Hello,
I am trying to implement modifications to objects already in a
Scene
. The simplest example is the ability to delete aPolygonInstance
after it has been added to a scene.The
Scene::remove_object
requires a pointer to the entireT: Rendered
rather than aRenderID
, even though it simply references the object by id for removal from theScene::objects
member. Is it necessary to keep a pointer to theT: Rendered
object in order to implement this behavior?This is a bit onerous as it requires propagating lifetimes to maintain the collection of pointers, e.g.
my_objects: HashMap<String, &'a PolygonInstance>
. I understand I may be missing something about how these are used to synchronize data with the GPU, though.truck/truck-platform/src/scene.rs
Lines 546 to 552 in c4f93af
Would it be reasonable to add a
Scene::remove_object_by_id
member? I would be happy to open a PR if the change makes sense.The text was updated successfully, but these errors were encountered: