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A glTF file contains min/max bounds on mesh vertices. We should use those to set .boundingBox and .boundingSphere, so that computeBoundingBox() and computeBoundingSphere() can be optimized out.
The text was updated successfully, but these errors were encountered:
Submitted #17939 to fix this - this eliminates the guaranteed attempt to compute bounding sphere during rendering of glTF scenes on the first frame after load. Also submitted #17940 - this isn't directly related but this is why I thought that this needs core changes - my viewer demo application computed bbox of the entire scene to position the camera, and that goes through a path that always looks at each vertex and doesn't respect morph targets.
After both of these changes there's no per-vertex CPU impact during glTF load other than uploading the WebGL buffer and normalizing skin weights (which is skipped when they are quantized with gltfpack...). Saves 30-100ms on moderately complex models, and hundreds of msec on multi-million triangle models.
(from discussion with @zeux)
A glTF file contains min/max bounds on mesh vertices. We should use those to set
.boundingBox
and.boundingSphere
, so thatcomputeBoundingBox()
andcomputeBoundingSphere()
can be optimized out.The text was updated successfully, but these errors were encountered: