alteous

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I don't see why not. Would you mind opening a pull request?

Originally this was omitted since there are multiple ways of making perspective/orthographic matrices and there is a special case too for 'infinite' projection matrices. I figured it was trivial for...

Including collision types is a good idea. In my project the most useful collision test is `(Ray, Aabb)`. I don't like the way `collision-rs` handles this case though, returning `Option`...

```rust match aabb.collide(ray) { ray::Collision::Hit(t) if t > 0.0 => { println!("Hit at distance {} from ray origin", t); let _pt = ray.pos + t * ray.dir; }, ray::Collision::Hit(_) =>...

Why is this an issue? A hash map is likely to have better memory locality than a binary tree.

My understanding of this extension is that it's designed to reduce the size of geometry so that there is less data to transmit over slow networks. Outside of this context...

@bwasty: I wouldn't publish as `google-draco` because of the trademark. I suggest `draco-compression` instead.

[Example toml input](https://github.com/alteous/gltf-codegen-experiment/blob/8dd0fb55695260a4270aa9844528321d785b5651/toml/schema/accessor/Accessor.toml) ```toml [meta] id = "accessor::Accessor" kind = "Struct" docs = "A typed view into a buffer view." [fields.buffer_view] ty = "Index" of = "buffer::View" json = "bufferView"...

This should be the case, so re-opening.