Add logging call to show mesh optimizer effect on vertex count

Signed-off-by: Chris Burel <burelc@amazon.com>
monroegm-disable-blank-issue-2
Chris Burel 5 years ago
parent 8702f0cd2e
commit 70a8214c2d

@ -283,6 +283,12 @@ namespace AZ::SceneGenerationComponents
auto [optimizedMesh, optimizedUVs, optimizedTangents, optimizedBitangents, optimizedVertexColors, optimizedSkinWeights] = OptimizeMesh(mesh, mesh, uvDatas, tangentDatas, bitangentDatas, colorDatas, skinWeightDatas, meshGroup, hasBlendShapes);
AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Base mesh: %zu vertices, optimized mesh: %zu vertices, %0.02f%% of the original",
mesh->GetUsedControlPointCount(),
optimizedMesh->GetUsedControlPointCount(),
((float)optimizedMesh->GetUsedControlPointCount() / (float)mesh->GetUsedControlPointCount()) * 100.0f
);
const NodeIndex optimizedMeshNodeIndex = graph.AddChild(graph.GetNodeParent(nodeIndex), name.c_str(), AZStd::move(optimizedMesh));
auto addOptimizedNodes = [&graph, &optimizedMeshNodeIndex](const auto& originalNodeIndexes, auto& optimizedNodes)

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