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The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. The polygon layout, or topology, of these items must be planned efficiently and created in advance to minimize the number of polygons and generate objects of the highest grade.
A very common request, though, was the ability to do custom mesh deformation based on the same bones used to animate separate parts. This was recently added to GitHub head and, while overall 2D editing is a bit unstable right now (due to a massive reorganization of the 2D editor), it will be soon be possible to fully make use of this feature.
Edit 2020-07-30: We found that 3.2.3 GLES2: Fixed mesh data access errors in GLES2 ( GH-40235 ). Sprite3D: Use mesh instead of immediate for drawing Sprite3D ( GH-39867 ). TileSet: Fix potential crash when editingpolygons ( GH-40560 ). As such these commits are not part of this 3.2.3 A new 3.2.3
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Write a more efficient Mesh format, which allows faster loading/saving. Improve Culling: Portals (rewrite as polygon-based) and Rooms. For Godot 3.0 (our
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. For more advanced use cases, you can use TextMesh to generate 3D meshes from font glyphs, so you can add WordArt to your scenes ;). Anything behind the polygon will be culled from view.
Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 Edit 2: This article is now outdated. Support for 2D meshes, 2D skeletons, and deformable polygons. for Vulkan (and ES 2.0) ). We are not abandoning the current OpenGL ES 3.0 backends - and eventually we might deprecate the OpenGL ES 3.0
On the third image, I tried to programed a draw mode option to directly edit the shapes in the generation process. One thing I had to keep in mind was again the number of polygons I want to use for each model. An easier step would have been to simply transform the sculpted mesh into a new object in Cinema4d.
Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.
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