Sir Engine 06: Skinning

Опубликовано: 03 Март 2026
на канале: MG Rendering
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Finally managed to get skinning in the engine after a lot of procrastination, It actually required me to refactor a lot of the engine. Particular pain point was the managing of buffers. I never had a solid and generic way to handle buffers, both temporary and static, with or without initial data. I finally went in and cleaned it all up, now I have a centralized place controlling all this so whoever needs a buffer can ask the manager and get back a handle.