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Mesh API overhaul (#599 Followup) #756

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3 of 7 tasks
julhe opened this issue Oct 31, 2020 · 2 comments
Closed
3 of 7 tasks

Mesh API overhaul (#599 Followup) #756

julhe opened this issue Oct 31, 2020 · 2 comments
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A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible

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@julhe
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julhe commented Oct 31, 2020

So #599 got merged, but there's more to it:

  • Add API to customize attribute data befor passing to buffer to allow:
    Float -> Half/NormU16/... conversion
    Attribute Packing (is that even still a thing?)
    normal compression
    (custom initialization of undefinied attributes ?)
  • Allow for multiple attribute buffers.
  • Replace buffer names with hashes for tighter structs?
  • Allow for VertexAttributeValues to be unloaded after beeing send to GPU to save CPU memory. Mesh: added static and dynamic mesh for less runtime memory usage #1782
  • Allocated one big fallback buffer instead of speperate ones for each mesh. Removed vertex fallback buffer #870
  • Provide example. (see Example for custom mesh attributes #757)
  • Quick accsess to common attributes, eg. Mesh::set_positions(positions: Vec<[f32; 3]>)?
@karroffel karroffel added C-Feature A new feature, making something new possible A-Rendering Drawing game state to the screen labels Oct 31, 2020
@bonsairobo
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Allow for VertexAttributeValues to be unloaded after beeing send to GPU to save CPU memory.

Big +1. I have lots of terrain meshes that are hogging a good amount of RAM.

@ItsDoot
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ItsDoot commented Aug 22, 2024

The remaining unchecked items have been fulfilled or have equivalents in bevy today (as of 0.14),

@ItsDoot ItsDoot closed this as completed Aug 22, 2024
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Labels
A-Rendering Drawing game state to the screen C-Feature A new feature, making something new possible
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