Giter Site home page Giter Site logo

gpuskinning's People

Contributors

chengkehan avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

gpuskinning's Issues

困惑为什么两个同样的对象,播放不同的动画,实现同一个drawcall?

我最开始的理解是要让同样的两个单位,播放不一样的动画,使用material property block分别传给shader不一样的参数,这样实现使用同一个material还能让两个单位获得不一样的参数,实现播放不一样的动画

但是我自己测试,即使两个单位用的同一个material(我把材质的instanceid打印出来发现是一样的),用material property block修改其中的一个参数,就会多一个drawcall。

我不知道是我哪里用错了吗?困扰我好久了?希望能获得解答,非常感谢!

关于动画事件机制的疑问

作者实现的动画事件似乎是根据播放时间和fps来计算frameIndex
然后用frameIndex来查找动画事件
如果某一帧卡顿时间特别长,导致越过该帧。是不是有可能导致漏事件?
只是猜测,没有具体验证过。

多个子模型时只采样到第一个

模型由两个子模型组成,人物和坐骑。进行采样时只采样到第一个子模型。这样子的话我需要将两个模型拆开分别采样吗?
image

网格绑定骨骼数量与实际使用时不一致的疑问

我有一个模型是绑定4根骨骼的。
用Unity可以在SkinMeshRender里调整使用的骨骼数量。
但是用GPU蒙皮,如果原来是4根骨骼,用2根骨骼采样顶点的位置就完全对不上。
是因为采样的时候,没有根据选择的骨骼数量重新调整网格的骨骼权重吗?

Good batching but consuming CPU

I do understand we have trade off, just wondering if we can do anything further for this.

If we have more than let's say 1000 models, the drawcalls are batched but fps starts dropping

pic

URP Support

Hey,
This is a really awesome feature you have developed.
It would be great if you add URP support to this project.

Thanks in advance!
Prem

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.