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Parallelize mesh and texture loading in client #106

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merged 4 commits into from
Sep 6, 2024
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@Azkellas Azkellas commented Sep 6, 2024

This avoids loading multiple time a mesh if the gltf contains a lot of instancing.
Since we need to flatten the scene in the end for the global sdf, the gain is not that big but it's still a 3x speedup on a scene like the ABeautifulGame sample.
It's also a first step towards instance based sdf visualization and scene hierarchy.

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codecov bot commented Sep 6, 2024

Codecov Report

All modified and coverable lines are covered by tests ✅

Project coverage is 96.73%. Comparing base (390572c) to head (5018f1b).
Report is 5 commits behind head on main.

Additional details and impacted files
@@           Coverage Diff           @@
##             main     #106   +/-   ##
=======================================
  Coverage   96.73%   96.73%           
=======================================
  Files          11       11           
  Lines        1778     1778           
=======================================
  Hits         1720     1720           
  Misses         58       58           

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@Azkellas Azkellas merged commit 5b66f44 into main Sep 6, 2024
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