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Remove json model mesh splitting to work around uniform limits #6188

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merged 1 commit into from
Mar 19, 2024

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mvaligursky
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@mvaligursky mvaligursky commented Mar 19, 2024

Fixes #518

  • meshes are no longer split into larger number of meshes using smaller number of bones
  • these days we have pretty much guaranteed 256 vectors, which equates to around 60 bones - which is a reasonable number for low level devices. This path is also only used on WebGL1.
  • this partitioning code was used only for json models, and not glb
Screenshot 2024-03-19 at 15 29 38

@mvaligursky mvaligursky self-assigned this Mar 19, 2024
@mvaligursky mvaligursky added area: graphics Graphics related issue enhancement labels Mar 19, 2024
@mvaligursky mvaligursky requested a review from a team March 19, 2024 15:33
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@willeastcott willeastcott left a comment

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I wrote this and I'm glad to see it go! 🚀

@mvaligursky mvaligursky merged commit 3e1eb0b into main Mar 19, 2024
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@mvaligursky mvaligursky deleted the mv-remove-skin-partitioning branch March 19, 2024 16:24
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skinning doesn't work with low bone limit and no bone texture support
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