Reduce complexity of having multiple entities that compose a complex mesh, like for example, a car, the wheels would have to be a separated entity from the actual car
Separate the processing of skinned meshes from base transformations
Mesh component as a scene
Collection of:
Meshes
Base transformations
Bones (not aslume)
Weights
Materials
Capable of being instanced, in such case, no individual material selection for each instance, only transformation
Mesh render command PrimitiveRenderingRequest
Sort of "Render state"
OpenGL flags to set, like, face culling, depth test etc
Material uniforms
Mesh -> MeshPrimitive
Terrain
Choose height map
Material configuration will change to allow layering and height map vertex displacement
Objective
Mesh component as a scene
Collection of:
Mesh render command
PrimitiveRenderingRequest
Mesh -> MeshPrimitive
Terrain