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GLTF: Add a comment for skinned mesh tree placement #80807
GLTF: Add a comment for skinned mesh tree placement #80807
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Since this is sensitive code, I think adding the comment is enough. Edited: The code compression is not worth it, because the previous code is straightforward to parse. In this section of the gltf code we repeated the same code three times and that was easiest way to verify the correctness. You only modified one of the three. |
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We discussed there's a tradeoff between small bug fixes and large overhauls. Since this code is load bearing, smaller changes aren't worth doing the validating for correctness. @aaronfranke wanted to make a new proposal.
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We discussed there's a tradeoff between small bug fixes and large overhauls. Since this code is load bearing, smaller changes aren't worth doing the validating for correctness.
@aaronfranke has a proposal to modify the code to allow multiple Godot nodes from a single GLTF node JSON.
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@lyuma I think this is good now. Can you check?
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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Looks great. This was indeed one of the trickier edge cases and you'd otherwise have to git blame to find the PR and the linked issue with the particular testcase that led this to be added.
Thanks! |
This PR adds a comment explaining why we generate an empty node here. The reason is not obvious from just reading the code, so we need to have a comment explaining why we do this.