void on_mesh_changed(bool bInvalidateSpatial = true, bool bInvalidateDecomp = true) { if (bInvalidateSpatial) { spatial = null; } // discard existing mesh GOs if (bInvalidateDecomp) { ViewMeshes.InvalidateViewMeshes(); } }
// fast update of view meshes for vertex deformations/changes void fast_mesh_update(bool bNormals, bool bColors) { ViewMeshes.FastUpdateVertices(bNormals, bColors); on_mesh_changed(true, false); validate_view_meshes(); }