UnityMeshSimplifier
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Get Mappings between reduced and original vertices
Is there currently a way to get the reduced vertex index based on the original vertex index? E.g. let's say the algorithm reduced vertex index 2 and 3 to 2, would there be a way to get the array of [2,3] based on the new index "2"?
This would be very helpful to e.g. use a simplified mesh for heavy calculation, but use full mesh for rendering, e.g. on cloth / softbody components.
There is no way to get this currently. I'll keep it under consideration. But I also accept PRs if you decide to do it yourself.