Use node-based method for glTF export #93
Draft
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This PR provides an implementation for a different way to do glTF scatter and voxel exports. Currently we create a new mesh for each scatter "sphere" or voxel. This approach here is to use the fact that these meshes all have the same fundamental shape to instead have each scatter point or voxel be its own node, each of which reuses the same mesh, just translated and maybe scaled (in the case of linearly-sized scatter layers). This has some pros and cons:
Pros
Neutral
Cons
Overall, I'm marking this as a draft because I'm not sure yet whether it makes sense to use this or not. Maybe we could offer users an option ("Optimize for filesize" vs. "Optimize for performance"?)