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Update ahash requirement from 0.4.5 to 0.7.4 #3

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@dependabot dependabot bot commented on behalf of github Jul 25, 2021

Updates the requirements on ahash to permit the latest version.

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Updates the requirements on [ahash](https://github.com/tkaitchuck/ahash) to permit the latest version.
- [Release notes](https://github.com/tkaitchuck/ahash/releases)
- [Commits](https://github.com/tkaitchuck/ahash/commits)

---
updated-dependencies:
- dependency-name: ahash
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
@dependabot dependabot bot added dependencies Pull requests that update a dependency file rust Pull requests that update Rust code labels Jul 25, 2021
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dependabot bot commented on behalf of github Oct 11, 2021

Superseded by #8.

@dependabot dependabot bot closed this Oct 11, 2021
@dependabot dependabot bot deleted the dependabot/cargo/ahash-0.7.4 branch October 11, 2021 12:07
superdump pushed a commit that referenced this pull request Apr 5, 2022
# Objective
Load skeletal weights and indices from GLTF files. Animate meshes.

## Solution
 - Load skeletal weights and indices from GLTF files.
 - Added `SkinnedMesh` component and ` SkinnedMeshInverseBindPose` asset
 - Added `extract_skinned_meshes` to extract joint matrices.
 - Added queue phase systems for enqueuing the buffer writes.

Some notes:

 -  This ports part of # bevyengine#2359 to the current main.
 -  This generates new `BufferVec`s and bind groups every frame. The expectation here is that the number of `Query::get` calls during extract is probably going to be the stronger bottleneck, with up to 256 calls per skinned mesh. Until that is optimized, caching buffers and bind groups is probably a non-concern.
 - Unfortunately, due to the uniform size requirements, this means a 16KB buffer is allocated for every skinned mesh every frame. There's probably a few ways to get around this, but most of them require either compute shaders or storage buffers, which are both incompatible with WebGL2.

Co-authored-by: james7132 <contact@jamessliu.com>
Co-authored-by: François <mockersf@gmail.com>
Co-authored-by: James Liu <contact@jamessliu.com>
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