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Batch skinned meshes #11633

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tygyh
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@tygyh tygyh commented Jan 31, 2024

Objective

Solution

  • Rebase and solve change conflicts.

@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times A-Animation Make things move and change over time labels Jan 31, 2024
@re0312
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re0312 commented Feb 1, 2024

seems broken in window, cargo run --release --example many_foxes get panic,

thread 'Compute Task Pool (1)' panicked at C:\Users\27135\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.19.1\src\backend\wgpu_core.rs:3009:5:
wgpu error: Validation Error

Caused by:
    In Device::create_bind_group
      note: label = `skinned_mesh_bind_group`
    Buffer usage is BufferUsages(COPY_DST | STORAGE) which does not contain required usage BufferUsages(UNIFORM)

@tygyh
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tygyh commented Feb 1, 2024

seems broken in window, cargo run --release --example many_foxes get panic,

Yes, I believe the problem has to do with the if statement in the skinning function in mesh_bindings.rs. I do not know how to fix it though.

@Elabajaba
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I got it compiling, but now it's complaining because mesh from the let skin_index = mesh[vertex_no_morph.instance_index].skin_index; in the shaders doesn't exist.

@tygyh tygyh force-pushed the batch-skinned-meshes branch 2 times, most recently from e2e1b8d to bfefbcd Compare February 15, 2024 19:06
@tygyh tygyh force-pushed the batch-skinned-meshes branch 2 times, most recently from 00ae669 to 6accf5d Compare February 27, 2024 14:37
@re0312
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re0312 commented Mar 17, 2024

What the state of this pr ,It seems still can not work correctly now, Could I try to finish this pr ?

@tygyh
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tygyh commented Mar 17, 2024

@re0312 Go right ahead

@re0312
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re0312 commented Mar 17, 2024

@re0312 Go right ahead

I fixed some errors and tested this pr on windows and web ,but I can not push my code to your branch(I must have done something wrong and i have no idea how to resolve it) ,Could you please pull my code from my forked branch into current pr or should I open a new pr?

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A-Animation Make things move and change over time A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times
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