Comments (2)
You should keep in mind the semantics of what is represented in a glTF asset. For example: The joint matrices are not stored in the glTF directly. They are computed from the information that is contained in the glTF, taking into account the structure and relationships of the elements in the glTF.
When you have classes like Mesh
, Skin
and Node
that roughly correspond to the elements in a glTF, then you would probably not store any List<Matrix> jointMatrices
in the Mesh
class. You would also not store it in the Skin
class. You might store it in the Node
class, because that's where all the information that is required for computing the joint matrices comes together. But you might very well "encapsulate" this part in a class that is specific for rendering. This might be something like a RenderedMesh
, maybe even with specializations like RenderedSkinnedMesh
or so.
This is probably related to #80 (comment) . In any case, it sounds like a very specific question about the class design of a library that is supposed to load or render glTF. As such, there is no single, 'true' answer, and I'd recommend looking at other glTF libraries to see how they solved this. (This does not mean that you'd have to take the same approach - but it might make you aware of some caveats...)
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ok, thanks
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Related Issues (20)
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