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node.meshes vs mesh.primitives #821
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From skinning perspective, this means that all |
It's hard to tell "THE" reason for certain decisions. Particularly for me, because I've not been involved in many of the early discussions. So to be taken with a grain of salt: From looking at the git history, the There are some issues and comments related to the interplay of So I can't give a profound answer here. I think that at least the 64k-splitting-case may be a justification to have the |
This sounds reasonable, but I'm sure it doesn't apply anymore. Right now all desktop and almost all mobile WebGL 1.0 implementations support 32-bit indices. I think that What bothers me most is that such layout inevitably complicates state management, in worst case: different attributes layout of primitives of the same mesh - skinning/morphing issues, different drawing modes from different index buffers, different materials - possible program switching, etc. Of course, runtime could workaround most of that stuff (reorder objects, build caches, etc) but, maybe, we could sacrifice 5% of use cases in favor of simplifying other 95%? |
If the only purpose of having several |
Maybe an @fabrobinet may be appropriate, in view of #161 , where the concept of Otherwise, the role of the |
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My 2cents.
In light of these observation, I would suggest the following things. a. Either remove mesh entirely or maybe add a "groupname" property for nodes. This is just me, but since glTF 2 is backward incompatible, trying to simplify some of its indirections might be helpful for adoption. |
Looking into this more with @lasalvavida, it is likely that @xelatihy the extension could have potential once someone has the bandwidth to investigate. |
Sounds good. I think if Mesh is kept, than an additional extension cab certainly by done to add in topology preseving meshes and subdivs. |
From offline WG discussions:
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Includes changes necessary to support the upcoming Draco extension, and more glTF primitive types.
While re-editing skinning part of specification, I've found that spec requires that node can contain only one skinned mesh, however number of
mesh.primitives
isn't limited.So the question is, why exactly do we have two ways of specifying the same geometry layout?
and
CC @pjcozzi @tparisi @javagl
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