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sparkengine-asset-pipeline

Sterne23
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Aktualisiert7. Juli 2026 um 12:00

Reference for SparkEngine's asset import/load pipeline in SparkEngine/Source/Graphics — how a source file (.obj/.fbx/.gltf/.glb, .png/.tga/.dds, .wav) becomes a runtime MeshAsset/TextureAsset/AudioAsset, what AssetMetadata tracks (guid, checksum, timestamps, fbx.* custom properties), and the non-obvious Windows/Linux platform-split (AssetPipelineWindows.cpp vs AssetPipelineLinux.cpp, D3D11 vs RHI/tinyobj/cgltf/stb_image). TRIGGER when: adding a new asset type or source format, editing AssetPipeline / AssetTypes / AssetMetadata / FBXImporter / ModelLoading, wondering "why is FBX loading Linux-only?", "why are there two .cpp files per asset class?", or "where does mesh loading actually happen?". DO NOT TRIGGER when: writing render-graph / RHI backend code (that is the RHI layer, not the asset layer — read SparkEngine/Source/Graphics/RHI directly), authoring shaders, or doing runtime ECS/gameplay work — use sparkengine-ecs-query-patterns for ECS instead. Phrases: "import an fbx", "add a texture format", "asset m

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