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braucht nur extra dynamische vertex attributes oder uniform buffers + ein paar extra function calls Red Pre Order Eastbay Comfortable Cheap Online Steve Madden Frank 6 Outlet Store For Sale Buy Cheap Order Sale Online WVGCligUEN
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multiple meshes in one buffer, drawn at once (to minimize drawcalls) nur möglich, wenn material gleich ist, also wäre instancing genau so gut? + einfacher zu implementieren, außerdem gibts ja VertexData.merge man braucht auch primitive restart. also viel schlimmer zu implementieren

often with only some attributes changing (being streamed)

http://mmmovania.blogspot.de/2012/11/skeletal-animation-and-gpu-skinning.html extra attributes (statisch - weights und bone ids) + uniform buffers (transformationen)

ein bisschen wie batching, hier will man aber die vertex state changes minimieren, also fasst man die hier zusammen und callt dann separate drawcommands. tendenziell sind vertex format state changes relativ cheap. das ist den aufwand nicht wert. höchstens, wenn man es vollständig automatisieren kann.

https://www.opengl.org/wiki/Vertex_Specification_Best_Practices#Attribute_sizes There is something you should watch out for. The alignment of any attribute's data should be no less than 4 bytes. So if you have a vec3 of GLushort​s, you can't use that 4th component for a new attribute (such as a vec2 of GLbyte​s). If you want to pack something into that instead of having useless padding, you need to make it a vec4 of GLushort​s.

https://groups.google.com/forum/#!topic/webgl-dev-list/lAXfVGRoCzg Ohne hin soll das ganze Vertex Format auf 4-Byte-Vielfache aligned werden

Why there is no struct/type associated with a VertexFormat. On the one hand packed stuff or types with weird conversions might be tricky (and some work to implement). Also you can not just put all the attributes in a struct and hope for them to be contiguous in memory (and without extra stuff or padding) especially not if you derive from a VertexFormat Baseclass that has virtual methods (because of the vtable). You would have to keep book for every attribute somewhere else anyways. That would leave the possibilty of doing something like this: MyVertexStruct* vertex = vertexData["inPosition"]; with MyVertexStruct being a type that maps the vertex format. Problem: boxMesh, sphereMesh etc. would have to take a template argument, that still would not help them much, since they mostly want to access attributes by hints (e.g. AttributeType::POSITION, etc.). You would need the system already in place anyways.

A way to do it

MyVertexStruct::init(); Mesh.addVertexData(num, MyVertexStruct::vFormat, VertexData::USAGEHINT::STATIC) // returns reference to VertexData // auto data = VertexData.getData -> MyVertexStruct* data[0].position = ...; Mesh.addIndexData()

Mehr nachdenken über: Meshes laden,

Notes for later: Instancing can be implemented by putting the instance data into a separate VertexData object with usage DYNAMIC or STREAM and repeated calls to upload() (even after Mesh.compile) Also there is a need for seeting a divisor for an attribute and to set the number of instances of a mesh (Mesh.setInstances(n)).

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