vduboisdendien-legion
vduboisdendien-legion
## Summary In order to separate the game simulation thread from the render thread, our data model needs to be reflected (from game to render). Doing some experiments with a...
In order to fit blender convention and overral, math convention used in the academic world, we need to switch our convention to the followings: * right handed world locator *...
``` // TODO: From this point, we should be per RenderViewport, each viewport owning its own top level cameras. Each viewport should define a set of properties (camera, grid, gizmos,...
``` Change for node.name asap ``` https://github.com/legion-labs/legion/blob/3c7042bbcf983bcb1661da50b8b86889e7b92a9d/crates/lgn-graphics-renderer/src/core/render_graph/render_graph.rs#L1684
We need to interface as soon as possible MeshOptimizer during the compilation process. * mesh should always use 16 bits indices * the mesh pipeline should be ready for mesh...
Implement a stub for the Visibility step of the rendering pipeline. Even if there is no real visibility computation done, it should interface well with the ObjectModel and the PrepareRender.