donmccurdy / donmccurdy/glTF-Transform

join() should merge primitives within an instanced mesh

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#1,052 2 comments 0 reactions 0 assignees View on GitHub
feature package:functions
Dominant language
TypeScript
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Description

As discussed in https://github.com/donmccurdy/glTF-Transform/issues/1051, the `join()` operation bails out when it sees an instanced mesh (EXT_mesh_gpu_instancing), because it knows it won't be able to join that content to anything else in the scene. However, we *could* join primitives *within* an instanced mesh. The implementation of join() should be improved to do that where possible.

Contributor guide

Open the contributing guide

Research direction

Start by locating the join() implementation and its existing handling for EXT_mesh_gpu_instancing. Review the related discussion in issue #1051, then determine how primitive merging can occur within an instanced mesh while preserving content that cannot be joined to other scene elements. Done means join() no longer bails out when those internal primitive joins are possible.

Written by the indexing model from the issue text.

Assessment

Tech stack
typescript
Domain
computer-graphics
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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