PasVulkan’s Scene3D now supports real GPU instancing for each model/group instance.

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  • เผยแพร่เมื่อ 2 พ.ย. 2023
  • PasVulkan’s Scene3D now supports real GPU instancing for each model/group instance. `TpvScene3D.TGroup` is a GLTF model treated as a "group"; `TpvScene3D.TGroup.TInstance` is a specific instance of a GLTF model, complete with its own states such as animations; and `TpvScene3D.TGroup.TInstance.TRenderInstance` is a GPU-side instance of a model instance. This ensures it remains plug-in compatible with the everything-in-single-big-vertex-and-index-buffers model and is also preparatory for integration with hardware ray tracing. Additionally, for your information, all mesh vertex data are efficiently processed through a compute shader in a single pass, meaning that the actual mesh vertex shaders of the various render passes only read static mesh data in the end.
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ความคิดเห็น • 2

  • @RandomFandomOfficial
    @RandomFandomOfficial 7 หลายเดือนก่อน

    Fox Army! 😂

  • @tigrazone
    @tigrazone 7 หลายเดือนก่อน

    Hello!
    Where I can read sources of this implementation?
    Also I want file for testing