Arseny Kapoulkine

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Yeah, seams are one reason why I've avoided per-mesh quantization. There's also issues with volume thickness (... this is really a spec issue in hindsight but oh well) in that...

> the one thing that gltfpack could do is compute two quantization grids, one for skinned meshes and one for non-skinned meshes Upon closer inspection this doesn't solve this scene...

After more consideration I'm going to close this as "not planned". Support for extensions really requires them to be integrated into the overall processing. Material extensions without textures can be...

@vtroxi If you can provide an .obj file that would help make sure that a fix for this fixes all known instances of the problem.

Great, thanks! The problem in this specific scene seems to be that the triangle can be flipped in two stages - first by getting collapsed to a degenerate triangle (normal...

On the original example scene in this issue the fix also helps although one triangle still gets flipped. Before (view from below the mesh): ![image](https://github.com/zeux/meshoptimizer/assets/1106629/75bca448-c47e-4a70-9f4c-1e755a288301) After: ![image](https://github.com/zeux/meshoptimizer/assets/1106629/31504693-086c-4319-ba1f-a525dcf0fc19)

The example in the issue #346 requires a more complex fix to `hasTriangleFlip` which effectively involves restricting the triangle movement somewhat more severely than we do now, and that involves...

Future improvements to this will be tracked as part of #346 that has a couple examples that don't get fixed by the simple tweak.

By the way, at least in radv it looks like mesh shaders are always compiled with wave size 64. Do you know if this is a hardware restriction or a...

Also based on https://github.com/GPUOpen-Drivers/llpc/commit/772eef3ecbb5d294ba033a1da00a06526a3a31e1 my understanding is that on GFX11 (RDNA3) row export would allow emitting more than one vertex or primitive per thread, which would be great as it...