Garrett Johnson
Garrett Johnson
I'm fine with that and then we can reconsider if non-uniform scaling becomes a problem. @WestLangley is that okay with you? I think it's the simplest solution that doesn't impact...
I can appreciate @WestLangley's push for a correct result in the general case and will inevitably lead to less confusing, inexplicable behavior for users. Given that here's what I propose:...
I suppose I see that more as not fully supporting shear transformations which can be generated by a composition of rotations and non uniform scales. The reality of it is...
I really like this addition. I'd hacked together a similar helper awhile ago for a prototype that used mesh skinning to get this type of batching with dynamic transforms: https://twitter.com/garrettkjohnson/status/1390406757134917638...
Oh I see I misunderstood the first few posts in the thread -- I didn't realize you were originally intending to transform every vertex on the CPU. I think doing...
I went ahead and messaged Juan from Godot and Aras from Unity to get their take on the modern benefits of baking vertices for dynamic batching and bottom line is...
> I think you're suggesting an N * 16 data texture or UBO, with object IDs in a vertex attribute to perform lookups? Or more directly reusing the skinning system...
> would it be much trouble to add multi material support like `@takahirox` indicated? i think multiple geometries sharing the same material is quite unusual BatchedMesh will only have performance...
> Would it be possible to add change tracking to the existing THREE.Scene? When a new mesh is added to the scene it could then automatically check if it can...
> I think material parameters per geometry support is needed. (Personally I think the feature is a bit useless without supporting it.) But supporting it on the current API is...