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Hi,
I recently started a library to load assets from the gltf spec (here) with the aim of being able to efficiently get assets and animations to the vulkan api (using this c++ project as a reference).
I wondered if you could provide some advice: If I have a buffer or raw binary vertex data (ie, a Mesh) parsed as a little endian ByteString, some accessors telling me what components this buffer represents, the number of bytes per component, the stride, etc, what's the best way to get that geometry into a form that I can get to vkVertexBuffer efficiently?
I've looked at the DataFrame PrimBytes instance but I'm not exactly sure where to start as the easytensor vulkan-api design goals are not totally clear to me.
Thanks!
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