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# Objective Load skeletal weights and indices from GLTF files. Animate meshes. ## Solution - Load skeletal weights and indices from GLTF files. - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset - Added `extract_skinned_meshes` to extract joint matrices. - Added queue phase systems for enqueuing the buffer writes. Some notes: - This ports part of # #2359 to the current main. - This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern. - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2. Co-authored-by: james7132 <contact@jamessliu.com> Co-authored-by: François <mockersf@gmail.com> Co-authored-by: James Liu <contact@jamessliu.com> |
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android-res/mipmap-mdpi | ||
branding | ||
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