Demystifying Vertex Data (gltf, bgfx and C++)
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Let's take a look at vertex data using GLTF (just as a framework for analysis), and an example from the bgfx C++ rendering library.
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One thing I forgot to mention: the index buffer actually contains the ordering for the faces, which are converted to triangles prior to export. 36 triangles because 6 faces x 6 verts per face (two triangles on each face, 3 verts per triangle). And I said at the end that the indexing is doing nothing - this is not entirely true. There are 24 verts associated with the quads, but 36 associated with triangle faces. So the indexing helps when it comes to triangles.
This was beyond my current level, but I still enjoyed it. Thanks for the video.
pretty cool, i love watching this type of content even though i'm not into game dev... Yet.