Seperate mesh binaries for glTF the exporter
The glTF exporter currently exports every mesh into a single binary when using the glTF+assets+binary option in the settings of the exporter. This can prove problematic for systems that are memory constrained and have to load large scenes. Having an option to export each mesh in a scene as a seperate .bin file would allow for much larger scenes to be loaded on systems with smaller amounts of system RAM as they assets can be loaded one binary at a time and then discarded once the asset is passed onto the GPU. A much better system than having to load a full binary for the entire scene and having to create and upload all the assets to the GPU before being able to delete the binary from RAM.
This also gives users more freedom in what data they want to load at all, if they only need one mesh from a scene, they only ever have to load one mesh.
2 Comments
BTW, this was discussed for a previous version of the glTF exporter: github.com/KhronosGroup/glTF-Blender-Exporter/issues/293 . Some options are listed there.
@Don McCurdy: Hey, thanks for the reply, I'll look into those options to see what suits us best