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Alundra

FBX SDK merge geometry in one node

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Here we go for a "CombineAllGeometries" function in mesh class.

I asked because having all mesh splitted can give lot of drawcall not needed if it's never needed to know a transform of a submesh.

Merge all in one node end to only material drawcall on this case (which is the most used at the end).

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Why would you do that via an FBX node rather than just loading all of the geometry data and merging them yourself? Especially since you have to merge them yourself anyway to create the node. Creating a node with this data is just superfluous.


L. Spiro

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My animation system can move geometry and bone, because the mesh is splitted in nodes, each node has a geometry or not.

But, that ends to more draw call when you don't need this feature and only want to draw the mesh.

Another point of this technique is you can get a point on the mesh to attach something on it.

Edited by Alundra

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