January 2019

PasVulkan GLTF 2.0 support

I'm making progress with the GLTF 2.0 support in PasVulkan, but I'm still thinking about how to implement everything effectively so that as few draw calls as possible are necessary. The current plan is to pack everything in storage buffers, so that the vertex shaders always have the complete information about everything at any time such as for example morph targets, joints/bones, node transformations, etc. Because then the CPU only needs to update the most necessary and upload to the GPU what is necessary, the rest will be done by the GPU itself then. So stay tuned!