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Hi @upisfree! The compression libraries support this, but currently glTF Transform does not expose a way to customize or disable compression on a per-mesh basis. Could you say more about the reasons for excluding physics-related geometry? Does the physics library not support geometry that has been quantized to integer vertex attributes? Or you need to keep the full precision of the original data? Depending on the game engine and loading process, it might also be possible to dequantize the geometry at loading time, though I understand that's probably not as ideal. :) |
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Hi! Thanks for amazing tool :)
I am making a multiplayer game using gltf model as a level format. Inside level I have special mesh called PHYSICS_GEOMETRY for suppling it into physics engine. Also, I want to apply meshopt compression for all visible geometry, but not for PHYSICS_GEOMETRY. I didn't find anything in CLI and docs about per-mesh compression (except this pull).
Is possible to do? Is meshopt supporting applying compression per-mesh and not per-file?
Thanks!
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