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Proposal: unification of bufferViews and the parameters that goes along with them #161
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Just summarize pros and cons: Pros:
Cons:
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how big of a win is this: allows to share parameters in animations Because the other two "pros" aren't "pros" they're just non-cons On Mon, Oct 21, 2013 at 1:41 PM, Fabrice Robinet
Tony Parisi tparisi@gmail.com Read my book! WebGL, Up and Running |
@tparisi I think I explained it above :) (sorry for the long read) - where I take |
@tparisi some of the motivation is in #157 where I noticed that the converter duplicates sections for Given the glTF vision of easy-to-implement, I am very cautious of adding a new level of indirection. Can we merge |
if you merge them, then you lose this:
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Also:
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Ah yes, we can't loose that. Taking a closer look at this, I should be OK with it. I also considered combining |
Ok, this has been around for a while, flagging as resolved, I plan to implement over the WE. |
moving as resolved. |
@fabrobinet will this be in dev-3? |
Yes for dev-3, it is a format change and I wished I could make it for dev-2. I plan dev-3 release in about a week. |
ouch - got swamped at work - working on this one now. |
done - keeping for spec update. |
@fabrobinet schema is updated, let's close. |
Currently we have these different stages to describe buffers:
buffers
, it is a blob of data. Can betext
orarraybuffer
.bufferViews
, refer to views ofbuffers
and as a glTF addition have a gltarget
(array or element) property, so that clients can potentially create a single or minimal number of VBOs for each target ahead of rendering time.Now we have many places where we refer to bufferViews and the parameters that go along with them are always the same, so I propose to find a name for this concept. The underlying goal beyond being nice for specification purpose is to be able to:
IMO one obvious naming is accessor. In COLLADA they are local, but here I propose to have them global, and their definition is a bit different too.
It is what we already have for indices and attributes.
In this case, instead of having:
A mesh like:
Pointing to
attributes
:And
indices
:Here is the proposal:
We would get exactly the same mesh with one difference: attributes and indices would be under the same root property
accessors
i.e:This becomes more interesting when it comes to
animations
and especially for theTIME
parameter:Currently we have:
I propose doing this:
Note: below the parameters are under
animations
andaccessors
would be a root propertyThis would allow to share TIME in two ways:
TIME
parameter
is used multiple times in the same animationTIMES
values are used. (and this would also work for otherparameters
too..)Finally, some techniques and shaders will probably require some buffers as input. Having
accessors
will allow to bring also generic data that are not related tomeshes
oranimations
...The text was updated successfully, but these errors were encountered: