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BatchedMesh: update example, fix depth conversion & auxiliary buffer #27228
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Signed-off-by: Guilherme Avila <[email protected]>
gkjohnson
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Nov 22, 2023
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Thanks for the fixes! I added a couple comments.
Addressed both comments, let me know what you prefer. I'll make the changes. |
Signed-off-by: Guilherme Avila <[email protected]>
Signed-off-by: Guilherme Avila <[email protected]>
Signed-off-by: Guilherme Avila <[email protected]>
Should be good to go. |
Awesome, thanks! |
AdaRoseCannon
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Jan 15, 2024
…rdoob#27228) * BatchedMesh: bit-cast depth f32 to u32 & fix auxiliary array Signed-off-by: Guilherme Avila <[email protected]> * webgl_mesh_batch: make custom sort self-contained Signed-off-by: Guilherme Avila <[email protected]> * webgl_mesh_batch: remove global auxiliary buffer Signed-off-by: Guilherme Avila <[email protected]> * clean-up / lint Signed-off-by: Guilherme Avila <[email protected]> --------- Signed-off-by: Guilherme Avila <[email protected]>
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Related issue: #27202, #27213
SortUtils
: minor changes - smaller memory footprint.webgl_mesh_batch
: converts depth to uint32 by bit-cast instead of normalization.webgl_mesh_batch
: correctly maintains auxiliary buffer between calls, based on geometry count.Simply normalizing the float depth is not enough to correctly sort, as the fractional part gets truncated - producing incorrect ties. If float values are strictly positive, a simple bit-cast is sufficient to solve this. If negative values are possible you can use the following conversion: