Comments (4)
The v4 alpha has a new bit of information in the inspect() report, breaking out different ways of calculating a 'vertex count'. Interesting to note here that the number of vertices drawn are the same (i.e. same number of triangles), but the number in the vertex buffer is slightly larger.
Not sure I've found the right names for these yet, but:
before
renderVertexCount¹ | gpuVertexCount² | gpuNaiveVertexCount³ |
---|---|---|
2,304 | 515 | 515 |
after
renderVertexCount¹ | gpuVertexCount² | gpuNaiveVertexCount³ |
---|---|---|
2,304 | 519 | 519 |
¹ Expected number of vertices processed by the vertex shader for one render
pass, without considering the vertex cache.
² Expected number of vertices uploaded to GPU, assuming each Accessor
is uploaded only once. Actual number uploaded may be higher,
dependent on the implementation and vertex buffer layout.
³ Expected number of vertices uploaded to GPU, assuming each Primitive
is uploaded once, duplicating vertex attributes shared among Primitives.
If I switch from the 'edgebreaker' method to the 'sequential' method, the count does not increase, so I guess this must have something to do with how Draco is re-indexing the vertex stream for edgebreaker compression.
I have cases where applying draco compression increases the vertex count both for relatively lowpoly meshes as well as highpoly meshes.
In other cases has this been on the order of "a couple extra vertices", "+X% vertices", "+XX% vertices", etc.?
from gltf-transform.
Possibly related threads:
from gltf-transform.
Small increase in vertex count appears to be an occasional effect of edgebreaker compression. Unsure if that's intended, but there seems to be nothing glTF Transform can do to prevent it.
from gltf-transform.
Related Issues (20)
- Center of model changing HOT 6
- Sparse accessor with many non-zero elements (78.0%) may increase file size HOT 3
- Official website docs could describe full CLI commands args and options
- Unable join() primitives with TRIANGLE_STRIP or TRIANGLE_FAN modes HOT 1
- Simplification stops abruptly at target ratio, leading to non-uniform simplification HOT 2
- Optimize inspect(), weld(), and join() for scenes with many primitives sharing vertex streams HOT 2
- Join command runs out of memory HOT 2
- Improving vertex counts
- Simplification removes all vertices HOT 1
- Simplification with `ratio: 0 error: 1` does not simplify enough HOT 1
- weld breaks loose edges HOT 2
- simplify: attribute weighted simplification HOT 5
- Set maximum size exceeded HOT 1
- Can't compress a model with draco HOT 6
- ktx resize not work as intended HOT 1
- Expose simplifyRatio to the optimize CLI HOT 2
- How to add prefix to baseColor_xx.jpg?
- Invalid bounding box calculation when one of the meshes lacks a POSITION attribute. HOT 3
- An option to keep separate buffer views when doing `meshopt` HOT 7
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from gltf-transform.