Skip to content

gltf interop #18

@o1lo01ol1o

Description

@o1lo01ol1o

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!

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions