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Render glTF2 model nodes sorted by material type to avoid unnecessary switching of pipelines and descriptor sets #634

Description

@IAmNotHanni

Is your feature request related to a problem?

glTF2 is a rich format which allows for various different materials to be used in one file. It would be beneficial to add glTF2 rendering using the rendergraph in a way so that the nodes are rendered by material. This means we should sort the glTF model nodes by material after loading the glTF2 model file.

Description

Switching between various materials would require us to bind another pipeline and also to rebind matching descriptor sets. Because we have a powerful rendergraph and we abstract rendering in passes anyways, it would make sense to avoid switching between materials when iterating through glTF2 model nodes during rendering.

Alternatives

If we don't do this, we have to decide for each model node during iteration of nodes which pipeline to use and which descriptor sets to bind.

Affected Code

The rendergraph and the future glTF2 model loader and rendering code.

Operating System

all

Additional Context

none

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