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feature-suggestionSuggestion for how to extend xeokitSuggestion for how to extend xeokitoptimization
Description
Currently
- The
SceneModelclass provides a set of builder methods,createGeometry,createMesh,createEntityetc. - Internally, the
SceneModelcreatesTrianglesDataTextureLayers, that pack the geometries, meshes and entities into data textures, which get rendered by our data texture shaders.
Idea
- Put this
SceneModelandTrianglesDataTextureLayerlogic into a NodeJS-based converter - The converter would then convert glTF into a set of data arrays, saving those in the XKT file, or in a new file format, eg "DTX"
- The converter would also create a JSON structure within the XKT/DTX that describes all the entities in the model, their colors, AABBS, flags etc
- Then in the viewer, we could have
SceneModel(or a new class, maybeDTXSceneModel) load that XKT/DTX and just transfer the data arrays straight into a set of data textures
Using this strategy, we offload things like geometry bucketing, array processing (all the concatenation of arrays etc) onto the converter.
The XKT/DTX would also have "layers" which split the data arrays into portions that will fit into data textures on the viewer's size. These layers could also fit with LoD/streaming somehow.
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feature-suggestionSuggestion for how to extend xeokitSuggestion for how to extend xeokitoptimization