Experimental lab for a lightweight graphics engine for the web.
- wrap/unwrap
- simplify
- bounding boxes
- frustum culling
- occlusing culling
- compute shader
- material system
- per triangle or per vertex
- improve clustering algorithm
- merge chlusters based on original splitting
- Max 128 verts (unique?, tris?)
- Simplify if necessary
- ClusterId
- Boudning Info
- Parent, children, sibling info
- Import mesh data
- Parse mesh data
- Wrap or unwrap?
- Analyse mesh data
- Subdivide and build tree
- Complete binary tree out of clusters
- Save in array format
- Build all cluster attributes
- Go through each entity
- Get corresponding mesh tree
- Cull by frustum, occlusion? and screen space
- If cluster not culled dispach it to the draw buffer
- Draw call draw buffer