Demystifying Vertex Data (gltf, bgfx and C++)

Ойындар

Wishlist "A Beaver's Tale" now!
store.steampowered.com/app/30...
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.
My blendermarket stuff:
blendermarket.com/products/bl...
Godot Asset Library add-ons: godotengine.org/asset-library...
Gumroad: michaeljared.gumroad.com/
michaeljared.ca/
Thanks for stopping by!

Пікірлер: 3

  • @michaeljburt
    @michaeljburt10 күн бұрын

    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.

  • @Alteredfrenzy
    @Alteredfrenzy8 күн бұрын

    This was beyond my current level, but I still enjoyed it. Thanks for the video.

  • @EUJokerBR
    @EUJokerBR8 күн бұрын

    pretty cool, i love watching this type of content even though i'm not into game dev... Yet.

Келесі