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Incorporate skinned meshes #76
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- Prepare for `MorphMesh`.
- `Shader` represents a single SPIR-V shader. - `Shader::Program` comprises vert and frag shaders. - This will enable a mesh to provide its vertex layout + vertex shader ID.
Groundwork for `MeshPrimitive` and support for both packed / interleaved data.
- `MeshPrimitive` will provide this info later.
- Remove `VertexLayout::Db`. - Use binding numbers 6-9 instead of 4-7 for instance mats. This reserves 0-5 for vertex / joint buffers.
- Improve scene rendering flow.
- Cleanup `SceneRenderer`.
- Fix embed shader custom commands: isolating skinned.vert fixes the problem of the command being invoked on every build.
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- Fix order of quaternion components from GLTF. - Fix joints: use global transform instead of node's local transform. TODO: Optimize global transform matrix computation / tree traversal per primitive.
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- Each animation has multiple animators.
- Use in `SceneRenderer`.
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- Store loaded images for multiple textures to be able to reuse. - Inspect animations in editor. - Engine: invoke `on_loaded` even when no multi-threading.
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- Revert isolation of skinned.vert, better to eat some build time and ensure shaders are up to date.
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GLTF tutorial works as expected, but other rigged meshes in GLTF samples currently don't.All sample rigged animations now work!
Close #69 😎