Contents

SushiEngine::Simulation::IWorldEditor

forget_resolved_meshes

virtual std::size_t forget_resolved_meshes()=0

Returns

std::size_t

Description

Drops every Mesh Filter's resolved handles, and counts what it dropped.

Lifts resolve_bound_meshes' already-resolved skip for one pass, which only a library swap needs: a render handle is a positional index into its library's store. Frame::rebind_world_assets is the only caller. Nothing is re-extracted here, so a cleared filter draws nothing until the resolve that follows runs.