Expand description
Free pool for pre-reserved skinned instance slots. A skinned mesh that opts into runtime spawning (SkinnedMesh.max_instances > 0) has that many hidden bind-pose copies appended to the skinned geometry at load. Each copy is its own skinned draw object with its own vertex region in the shared skinned buffer, which is required because the GPU skin fold writes the deformed buffer keyed by global vertex index: two live instances sharing a region would clobber each other’s pose. This pool tracks, per template, which of those copies are currently free so a spawn can claim one and a despawn can return it. Slot indices are stable skinned-draw-object indices; nothing is compacted, so the per-frame skinned arrays that parallel them stay valid.
Built and consumed by every graphics backend’s runtime skinned-spawn path (Metal, DirectX, Vulkan).
Structs§
- Skinned
Instance Pool - Recycles skinned draw slots as skinned instances spawn and despawn.