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[WebGL] Support for Uniform Buffer Objects #1365
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Hey, false marketing, as you know UBOs are also limited, just less so. |
From our research this will open Kha to be used for complex skinning animation on top tier mobile which is not the case now. |
Hu, top-tier mobile is still using OpenGL? |
Yes life is tough on mobile
So you cannot animated properly on a 1000$ mobile when using Kha. |
Those 26% I think are not the 1000$ top tier phones. And hu, an extension for vertex-skinning? What's that? |
Aand webgl being a different story here will also be relevant for the implementation - therefore henceforth this issue right here will just be about WebGL, while a new issue over at the Kinc-repo will be about OpenGL: Kode/Kinc#708 |
The idea is to be able to handle complex animation bones data in realtime 200+ bones. Although I hope the number of uniform buffer objects will be enough. Yes most of those 26% are not the 1000$ top tier but many can't run vulkan due to OEM drivers or missing extensions even being the lastest flagship models. When they don't support webgl2, well that are very old mobile devices then. |
iOS only added WebGL 2 support last year. That's not that long ago - basically every iOS device that's not on the latest OS doesn't support WebGL 2. What phones in particular are those that don't support Vulkan? And what extensions do you mean in particular? There are hundreds of EXT extensions and to support Vulkan you don't need to support any extensions. |
Is your feature request related to a problem? Please describe.
The number of uniforms that can be set are limited by the maximum available vertex uniform components. Using Uniform Buffer Objects overcome this limitation on devices that support it.
Describe the solution you'd like
Provision to set UBOs.
Additional context
In situations such as mesh skinning, large number of uniforms(bone transforms) has to be sent to the GPU. This number is limited by the maximum available vertex uniform components on that device. Introducing UBOs might overcome this limit on some platforms. An issue related to this from Armory3D.
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