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# Objective make morph targets and tonemapping more tolerant of delayed image loading. neither of these actually fail currently unless using a bespoke loader (and even then it would be rare), but i am working on adding throttling for asset gpu uploads (as a stopgap until we can do proper asset streaming) and they break with that. ## Solution when a mesh with morph targets is uploaded to the gpu, the prepare function uploads the morph target texture if it's available, otherwise it uploads without morph targets. this is generally fine as long as morph targets are typically loaded from bytes (in gltf loader), but may fail for a custom loader if the asset server async-loads the target texture and the texture is not available yet. the mesh fails to render and doesn't update when the image is loaded -> if morph targets are specified but not ready yet, retry mesh upload next frame tonemapping `unwrap`s on the lookup table image. this is never a problem since the image is added via `include_bytes!`, but could be a problem in future with asset gpu throttling/streaming. -> if the lookup texture is not yet available, use a fallback -> in the node, check if the fallback was used before caching the bind group |
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