spir-v
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The parsers for floating point number are especially bad as they allocate memory. See #113 for further details.
Description
Right now the MDI ranges are not compacted (having the drawcalls with 0 instances removed).
But the DrawIndirectAllocator and all the resources in on the C++ side are already setup for this
Solution proposal
An additional Dispatch (direct, cause you can have a list of MDIs up front) over the drawcalls that prefix sums their boolean instanceCount!=0u flag
Then another
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Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of