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* Determine the original vertex index based on the position The Assimp library does not expose the FBX control point indices. This change causes vertices that are close enough in their position to be considered as coming from the same control point. This allows the mesh optimizer to consider vertices with the same control point index (or "original vertex index" as it is called in the code) for deduplication. Signed-off-by: Chris Burel <burelc@amazon.com> * Use a filter view instead of reimplementing a filter view Signed-off-by: Chris Burel <burelc@amazon.com> * Don't attempt to weld similar vertices if there's blendshapes Signed-off-by: Chris Burel <burelc@amazon.com> * Add test for the mesh optimizer's ability to weld nearby vertices Signed-off-by: Chris Burel <burelc@amazon.com> * Add logging call to show mesh optimizer effect on vertex count Signed-off-by: Chris Burel <burelc@amazon.com> * Use a bunch of temporaries in order to make `position` `const` Signed-off-by: Chris Burel <burelc@amazon.com> |
5 years ago | |
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| .. | ||
| Config | 5 years ago | |
| Generation/Components | 5 years ago | |
| Platform/Linux | 5 years ago | |
| SceneBuilder | 5 years ago | |
| SceneProcessingModule.cpp | 5 years ago | |
| SceneProcessingModule.h | 5 years ago | |
| SceneProcessingModuleStub.cpp | 5 years ago | |