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* This will allow shifting to RenderMesh being run locally just by the UI specifying the buffer and simple vertex specification, rather than by relying on any local log properties (or replaying the log). * The reasoning behind this change is that it becomes much simpler to implement, rather than having to modify the draw to do what we want, we just do an entirely custom draw based on a few properties - similar to the texture rendering. This will help e.g. for writing a GL implementation. * The second benefit is that we can just transfer the buffer contents across the network when replaying remotely, so mesh rendering can be implemented even for remote replay - the last unimplemented feature. * It could also be used similar to the image viewer in future, to display mesh files.