[Feature Proposal] Vertex Colors on TriangleMesh

Knee Snap kneester77 at gmail.com
Fri Aug 23 02:48:39 UTC 2024


Sorry want to reword the first paragraph since it didn't make sense.

I don't feel like my email was understood, because I explained how a
solution like the one you've just suggested is one we should eventually
add, but that regardless of that eventual feature, my current suggestion is
still a worthwhile feature to add on its own which does not conflict with
the future user-shader support.

On Thu, Aug 22, 2024, 7:44 PM Knee Snap <kneester77 at gmail.com> wrote:

> Was hoping to get feedback on my suggestion instead, but another
> suggestion doesn't work.
>
> The idea of a CustomMesh<TVertex> is impossible to implement until after
> we have fully user-supplied shader support, which I've already addressed as
> being not the scope of this change (but instead it is a separate future
> change which is not impacted by this) it also feels like this point may
> have been missed as well.
>
> On Thu, Aug 22, 2024, 6:28 PM Michael Strauß <michaelstrau2 at gmail.com>
> wrote:
>
>> > Any solution which was good enough for normals is also good enough for
>> vertex colors right?
>>
>> Not necessarily. Designing APIs is hard, and one should try to start
>> from a point of asking "how would the API look like if we had
>> considered all of the things we know now from the beginning".
>>
>> An idea that might be worth exploring is the following. Instead of
>> storing positions, normals, texture coordinates, etc. in separate
>> buffers as it is currently done in TriangleMesh, we could have a
>> CustomMesh<TVertex>, where TVertex is a structure that stores all
>> relevant components in the same place. This could be a sealed
>> interface that only allows a limited set of implementations (because
>> we don't have the option of user-defined vertex structures at the
>> moment), but could allow for future extension with user-defined vertex
>> structures.
>>
>
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