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License: BSD 3-Clause "New" or "Revised" License
Golang 3D renderer sandbox
License: BSD 3-Clause "New" or "Revised" License
RenderTargets create their textures/attachments based on input layer hints. This needs to be explicit, ie rt->SetDepthAttachment(depthTexture). We should also consider using array textures only in which case we'll need layer parameters as well.
Instead of autobatching, attempt to insert into pre-existing batch list of new object creation or when loading models. Right now, creating a render plan isn't GC friendly.
Assign node IDs and always render a picking pass (along w/ z-prepass maybe?) into a picking texture. Expose selected object as map and node Selected method. Nodes will need selected status recalculated after picking pass.
Would it be much of a hassle to use the /physics branch code independent of gosg ? How would I do this?
Remove all *system interfaces and make them structs. Embed them inside each implementation.
Something is marking node bounds dirty @each iteration, causing them to get recomputed always. This is CPU intensive, see attached profile.
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