Garrett Johnson
Garrett Johnson
There should be some changes needed to `BatchedMesh` in order to prevent the class from creating a matrix texture until it's needed, right?
If this change is going to be made it should be made in a way that enables it be used by end users and not just applications that know about...
> I'm unsure about the general direction of this component. I have the feeling its getting too complex and over-engineered. Can you explain what you'd prefer for an API? Batching...
> Ack - ok I'm not using batching_pars_vertex at the moment in my fork (I'm not using the transform matrix texture) so I missed this when extracting. I will update...
> although skipping the material since the normal material seems fine If you don't use the `PointsMaterial` or `LindDashedMaterial` then the changes in this PR are not being tested.
> Regarding this PR: I'm afarid I can't approve it since the change looks too hacky to me. IMO, we need a cleaner design. To be clear I wouldn't advocate...
Once geometry can be "optimized" in BatchedMesh (ie the sub geometry ranges will be modified to collapse unused space) the MeshBVH triangle range references will be broken since they have...
This would be an awesome addition. I've been wanting to support compute shaders for awhile and it's starting to look like it's become more viable, now. And adding query functions...
@spiri0 has provided a repository here that demonstrates what's involved in uploading large buffers and writing raycast logic for compute shaders. It might serve a good reference for upgrading to...
> I was just wondering if three-mesh-bvh provides a function that creates the buffer from an input BVH. @GavinLobo - there's not at the moment but I'd be very supportive...