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Transform morph targets, skinned mesh in shaders #503
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Can the transformed attributes be arbitrary? Or only support what three.js supports in shaders for morph targets, etc. Only the critical / commonly changing fields are updated and written out while the rest are static in the geometry buffer. |
Multiple geometries can be rendered at once with offsets so full scenes can be generated. Perhaps this can just be called "GPUStaticGeometryGenerator" |
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Render positions, UVs, colors, tangents, normals to MRT and read them back.
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