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by usdfan
2939 days ago
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Although USD's native binary format compresses integer topology data, mesh (and curve) point, normal, and uv data is laid out in arrays that can be directly uploaded to a gpu from the file system with zero copies or processing. It is true that there are several more software layers in USD between file-open and mesh-data-extraction, but to the earlier "forward looking" comment, what you get for that are built on features for allowing clients to select variations with smart/sparse updating, and serious scalability features, for larger scenes. These are all features that have been added since USD's release, and there is still quite a lot of development underway. No knocks on glTf, which does a great job at what it's designed for. But maybe Apple is looking at a different future? |
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