PyryM

Results 7 comments of PyryM

Whatever you decide to do about materials and textures, it would be good to keep all of the vertex attributes together in the MeshShape rather than splitting them up, and...

Well our conversation got cut in half and that isn't quite correct. Shader uniforms ("mesh-wide properties") are usually vec4f, and textures are normally rgba8 (4 bytes/pixel). But how I see...

This is reasonable, except I wouldn't try to actually have dart directly deal with the shaders-- just have the material specify a "material type" as a string and let the...

You have it right: textures are effectively a pointer uniform. Changing which texture a uniform points to is cheap: if you have ten textures already loaded on the GPU, you...

It makes it more convenient to create a bunch of objects with the same appearance if you can create a single material and assign it to all of them.

Which proposal are you arguing against / for?

This showed up in my notifications, so here's my updated suggestion: implement materials to match [how the GLTF 2.0 format does them](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#materials), which is a metallic-roughness physically based (PBR) model...