Arseny Kapoulkine
Arseny Kapoulkine
Please let me know if any further changes are needed on this PR (or if there are no plans to merge it).
Ah, interesting. I was assuming that it would be logical to ignore the instance transform since it’s structurally equivalent to node transform but if you assume skinning only ignores node...
FWIW the attached example doesn't render correctly in three.js: it uses separate object types for skinned meshes & instanced meshes, and in this instance it selects InstancedMesh so the skinning...
> I wonder if that ThreeJS screenshot is showing the opposite order, where an instance transform has been applied first and broken the binding to the joints. The skinning is...
Wrt ratification I meant compatibility moreso than ratification requirements: even though the original extension should have made this clear and didn't, updating it to specify the skinning to be compatible...
I think three/babylon ignore the nodes without a mesh, but that combination is non-sensical. I'm not interested in standardizing something like this, and just in general I stopped understanding the...
@ConradIrwin I don't think that approach works very well if you have occasional untracked files. In this area Zed's usability is strictly worse for me vs other tools. I was...
Thanks for the suggestion! I submitted a PR to that effect https://github.com/zed-industries/zed/pull/32591
> I assume that adding f64 support to EXT_meshopt_compression is technically possible, but not trivial If filters aren’t used then it should just work. For translation type vectors filters are...
The coupling between animation usage and mesh/instance usage in this extension is unfortunate. WebGL, WebGL2, WebGPU don't support double precision buffers or use of doubles in shaders. On desktop you...