returns a new l3dbatchbuffer for the given
l3dset and
scenenode. All
models, that are part of the given
l3dset and either directly or indirectly linked to the given
scenenode or its children, will be added to the batchbuffer and get their vertex and index data from it. Animateable
models or those marked as nonbatchable will not be added, neither those with unsupported primitive types (triangle fans,line loop,line strip, polygon). Properties such as color and renderscale will be ignored and reset. Note that the matrices are calculated with the latest information for affected
l3dnodes and
scenenodes, that means make sure the scene is properly set up before.
l3dnodes that are linked to bones, will not be added, nor their children, as they are considered animated. You can still modify the resulting worldspace vertexdata via
vertexarray/
indexarray interface from the affected
l3dmodels.
It is important that you do not change the
models position/rotation after batchcompiling, as visibility culling is still based on those.
Avoid using
matobject interfaces on batchcompiled geometry.