Mesh composition #23079
Guillaume-Lebegue
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Ideas
Mesh composition
#23079
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I'm currently working on a game where I generate (with a bit of randomness) a lot of meshes to make some low-poly graphics.
And I found that I had multiple parts of my meshes that were being duplicated.
So I had the idea to make some abstraction, create a mesh from other meshes with an offset.
Basically, in my MeshBuilder.build implementation, I would take my list of mesh parts, apply their offset onto the vertices, merge the uvs and normals, and shift the indices.
And so, I'm wondering if you would be interested in this feature?
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