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GSOC 26: multi-material buildGeometry #9063
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4144e9f
split buildGeometry into parts when material state changes
Nixxx19 00783b2
Merge branch 'main' into buildgeometry-parts
Nixxx19 18cdaf9
test per-part instancing on multi-material buildGeometry
Nixxx19 fad82ed
lowercase and trim comments
Nixxx19 c7853e8
Merge branch 'main' into buildgeometry-parts
Nixxx19 dcd46d7
add visual test for multi-material buildGeometry
Nixxx19 ccfc526
add visual test for mixed textured and untextured parts
Nixxx19 8634511
Merge branch 'main' into buildgeometry-parts
Nixxx19 bbb74e1
Merge branch 'main' into buildgeometry-parts
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+2.12 KB
...metry()/a texture change splits into parts that each keep their texture/000.png
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3 changes: 3 additions & 0 deletions
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...dGeometry()/a texture change splits into parts that each keep their texture/metadata.json
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,3 @@ | ||
| { | ||
| "numScreenshots": 1 | ||
| } |
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...ebGL/buildGeometry()/a textured part and an untextured part both render/000.png
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3 changes: 3 additions & 0 deletions
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...ts/WebGL/buildGeometry()/a textured part and an untextured part both render/metadata.json
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,3 @@ | ||
| { | ||
| "numScreenshots": 1 | ||
| } |
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Does this mean we should make a follow-up issue to get custom vertex attributes to work with multi-part geometry?
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yeah exactly, right now the per part split doesn't carry custom vertex attributes over (they would need to be reindexed per part), so this keeps the geometry whole when custom attributes are in play
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#9077