ddeadguyy

Results 15 comments of ddeadguyy

Yeah, I can clear that up. Most quantization follows the _(start, end) -> (-0.5 + max_error, 0.5 - max_error)_ style. I removed quantization that ACL doesn't use as an added...

https://github.com/nfrechette/acl/issues/352 didn't quite work out, so I'm coming back to this. I don't expect **decompression** to change at all(I plan to remove the 24 bit support I added in 1.3.5,...

This worked better than I expected. See https://github.com/nfrechette/acl/pull/376. It stole some thunder from bit rate expansion, but that's a good problem to have IMO.

> We should always remove whole key frames that keep us below the current error threshold. If you're actively working on this part now, we're happy to wait for 2.1....

> We can basically treat the quantized value directly as the 23bit mantissa as-is...This works if our quantized value is between [0.0, 1.0) but it breaks with [0.0, 1.0]. This...

First, the good news. My precision improvement works, and 5 segments in my largest edge case animation get smaller. Next, the bad news. **17** segments in my largest edge case...

I'm moving on to this next. I'll start with _feat/expand-bit-rates_, but it may require the changes from https://github.com/nfrechette/acl/issues/351, so we'll see. I'll omit 24 bits since https://github.com/nfrechette/acl/issues/352 didn't pan out....

**Progress report:** Our worst edge case is a large creature with long bone chains and subtle movement. It compresses in **30 seconds** in stock 2.0. That's too slow, and I...

We always leave it at Medium. I can try Highest, but it probably won't help much, since higher-than-tolerance error exists while the bone chain is short enough that every parent...

FWIW, _Highest_ takes **272 seconds**, uses more memory, and still has a similar worst-case error.