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Add note about zero-scale meshes. #2059
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I suppose it's just a hint for developers who may skip such an optimization in their scene graph implementations, right?
Only applies to unskinned meshes. |
Transforms of a skinned mesh are controlled by the joints' transforms that could contain zero scale as well. However, the results may be unstable when only a part of the mesh is affected. |
Is it enough to just change this to "un-skinned meshes," as I have just pushed here? |
I'd say it's a bit imprecise because applying zero-scale to all joint nodes (or just their root) would lead to the same effect for skinned meshes. |
How about this:
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Or this?
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unless all of the joints in the skin are scaled to zero simultaneously
LGTM, assuming that this includes a case when the joints get a zero-scale transform from a root node.
Yes, that's the intention. |
Following conversation from #1314 (comment) and subsequent comments, I'd like to add an implementation note encouraging optimizations for zero-scale meshes.
Zero-scale meshes can be used to animate visibility of a mesh, and can enable use-cases such as fluid simulation where the computed mesh changes shape and changes number of vertices over a set of known timesteps.
/cc @donmccurdy @javagl