Implement multiple vertex buffers per one renderable Entity
After reading Qt3d rendering module source code, I noticed that the smallest drawing element of Qt3d is RenderCommand, which reference to only one VBO (vertex buffer object) and shader. Such RenderComands created by RenderView whille recuring over the scene of entities in function (void RenderView::buildRenderCommands(Entity *node, const Plane *planes)) , allocating one RenderCommand for each renderable entity.
So, my question is how Qt3D can support the problem where an entity contains multiple vertex buffers, all of which use the same material. For example, in 3D modelling applications (Blender, for example), a mesh object could be represented as a BVH or KDtree with a massive amount of leaf nodes (1000 - 1.500), each of which reference to a vertex buffer. It is possible that Qt3D could support this pattern?
Hi and welcome to devnet,
Qt3D being still a tech preview, I'd recommend asking this question on the interest mailing list You'll find there Qt3D's developers/maintainers (this forum is more user oriented)