JMS55

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With required components, I'm tempted to make PreviousGlobalTransform required for MeshletMesh3d. How to solve this for the general case, idk yet.

Oh, you're right :/. Would &[u8] be an issue? Or *const u8 would probably be fine, but I want something that makes passing `&Vec` (pointer to the vec structure itself...

I use it to get a position-only stream of the vertices https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/meshlet/from_mesh.rs#L98-L101. `vertex_buffer` is a Vec\.

One thing our engine does is always create a default texture view when creating a texture. And then we pass around (texture, defaultView) as our texture object. Lots of passes...

I don't think we should claim code-first. I think when people here that they're going to go "oh, so the editor is second class" (in the future where we have...

Nice step towards https://zeux.io/2025/09/30/billions-of-triangles-in-minutes/ ! Some questions: * What is the hash used for? And the duplicate reads is only for asset processing, and won't have any effect on release...

Yep we need to regenerate the asset after https://github.com/bevyengine/bevy/pull/21301. I had held off at the time under the assumption that I would do some more followup PRs, but that ended...

I'm not sure that I get the point of this. What's the difference between this, and implementing double buffering between two textures yourself?