Arseny Kapoulkine
Arseny Kapoulkine
Updated the PR with a squashed commit (no code changes)
> primitive count when previewing the Camera3D in the scene hasn't changed at all with this PR Yeah that's expected - the extra normal splits increase the *vertex count* (which...
Also double checked that test file and the import performance seems reasonably in-line; this one has a very different performance profile, as it's using a lot of generally smaller .obj...
@clayjohn My expectation was basically to do that as a second step in uhh 4.5 or something - my understanding is that neither this PR nor a future removal of...
Since I ended up looking into this a little bit, I'll share my findings in hopes that it will help. Measured by clicking "Reimport" on the scene in an otherwise...
On "I'm not 100% sure the current normal processing in the importer for LODs is generally beneficial", I decided to do a quick comparison on the scene from this file....
This is not just an optimization unfortunately and is dictated by glTF specification. gltfpack does remove unused UV channels during mesh processing, however even if a flag was added I...
That would work around the glTF representation problem, yes, it's essentially replicating your current workaround programmatically as I understand. I don't love the idea of doing this in gltfpack though....
Yeah I plan to add support for tolerance based remapping eventually. It would be helpful to have a generic algorithm for this use case. This is not a single-line change,...
fwiw: - cgltf uses `atof(version) < 2.0` to reject unsupported glTF 1.0 assets (which would work for "02.00") - cgltf_write preserves the source version string as is (so if the...