The GIF shows how a mesh is composed of three submeshes that can be chosen to be rendered separately.
This gives us control over certain parts of meshes we wish (or sometimes have to) render separate from the rest of the mesh, such as transparent glass in a door or something, to get the sorting for transparent geometry better.
Or in more advanced shader cases where we need to mask out certain parts of geometry to get the effect we want.
I’m pretty fond of the idea of using submeshes. Even though they tend to be cumbersome in certain situations, I still feel like it’s a good move when creating a model format. But it, of course, depends on the application.
Okay, bye for now. 🙂