Timeline for How to properly build unity mesh from 3dsmax Triobj extracted data
Current License: CC BY-SA 4.0
6 events
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| Jan 26, 2020 at 0:07 | comment | added | DMGregory♦ | @RusselDawg I show a related technique in this question about omitting inner faces when building voxel chunks. Take a look at the GetVertexIndex method to see how it reduces each unique vertex to a signature, then checks to see whether it's already assigned an index to that unique signature or needs to allocate a new one. | |
| Jan 25, 2020 at 22:56 | comment | added | RusselDawg | @DMGregory I'm really interested in that , Can you provide a code example , I'm working with huge data like 4 milion tris which makes me use 4 milion for vertex , normal and uv arrays. How can I reduce them? Thanks | |
| Jan 25, 2020 at 22:54 | vote | accept | RusselDawg | ||
| Jan 25, 2020 at 21:42 | comment | added | DMGregory♦ | One small efficiency you could add is to identify unique combinations of {position, texcoord, normal}, and add an entry to the vertex/uv/normal collections only once for each distinct triplet. That cuts down the first three arrays to 24 entries in the example cube, instead of 36. Then recycle those unique entries when building your triangles array, wherever two triangles share an identical trio (ie. along smooth/non-seam edges). For the box this already cuts our vertex data by a third; in meshes with more smooth seams or high-order vertices, the savings can be even more dramatic. | |
| Jan 25, 2020 at 20:45 | review | First posts | |||
| Jan 25, 2020 at 20:59 | |||||
| Jan 25, 2020 at 20:40 | history | answered | Cyberfox | CC BY-SA 4.0 |