summaryrefslogtreecommitdiff
path: root/thirdparty/meshoptimizer/patches
diff options
context:
space:
mode:
Diffstat (limited to 'thirdparty/meshoptimizer/patches')
-rw-r--r--thirdparty/meshoptimizer/patches/attribute-aware-simplify-distance-only-metric.patch176
-rw-r--r--thirdparty/meshoptimizer/patches/attribute-aware-simplify.patch262
2 files changed, 438 insertions, 0 deletions
diff --git a/thirdparty/meshoptimizer/patches/attribute-aware-simplify-distance-only-metric.patch b/thirdparty/meshoptimizer/patches/attribute-aware-simplify-distance-only-metric.patch
new file mode 100644
index 0000000000..54132a6c86
--- /dev/null
+++ b/thirdparty/meshoptimizer/patches/attribute-aware-simplify-distance-only-metric.patch
@@ -0,0 +1,176 @@
+diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
+index 0f10ebef4b..cf5db4e119 100644
+--- a/thirdparty/meshoptimizer/simplifier.cpp
++++ b/thirdparty/meshoptimizer/simplifier.cpp
+@@ -20,7 +20,7 @@
+ #define TRACESTATS(i) (void)0
+ #endif
+
+-#define ATTRIBUTES 8
++#define ATTRIBUTES 3
+
+ // This work is based on:
+ // Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
+@@ -445,6 +445,7 @@ struct Collapse
+ float error;
+ unsigned int errorui;
+ };
++ float distance_error;
+ };
+
+ static float normalize(Vector3& v)
+@@ -525,6 +526,34 @@ static float quadricError(const Quadric& Q, const Vector3& v)
+ return fabsf(r) * s;
+ }
+
++static float quadricErrorNoAttributes(const Quadric& Q, const Vector3& v)
++{
++ float rx = Q.b0;
++ float ry = Q.b1;
++ float rz = Q.b2;
++
++ rx += Q.a10 * v.y;
++ ry += Q.a21 * v.z;
++ rz += Q.a20 * v.x;
++
++ rx *= 2;
++ ry *= 2;
++ rz *= 2;
++
++ rx += Q.a00 * v.x;
++ ry += Q.a11 * v.y;
++ rz += Q.a22 * v.z;
++
++ float r = Q.c;
++ r += rx * v.x;
++ r += ry * v.y;
++ r += rz * v.z;
++
++ float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
++
++ return fabsf(r) * s;
++}
++
+ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, float w)
+ {
+ float aw = a * w;
+@@ -680,7 +709,7 @@ static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3
+ }
+ #endif
+
+-static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
++static void fillFaceQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
+ {
+ for (size_t i = 0; i < index_count; i += 3)
+ {
+@@ -690,6 +719,9 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
+
+ Quadric Q;
+ quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], 1.f);
++ quadricAdd(vertex_no_attrib_quadrics[remap[i0]], Q);
++ quadricAdd(vertex_no_attrib_quadrics[remap[i1]], Q);
++ quadricAdd(vertex_no_attrib_quadrics[remap[i2]], Q);
+
+ #if ATTRIBUTES
+ quadricUpdateAttributes(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], Q.w);
+@@ -700,7 +732,7 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
+ }
+ }
+
+-static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap, const unsigned char* vertex_kind, const unsigned int* loop, const unsigned int* loopback)
++static void fillEdgeQuadrics(Quadric* vertex_quadrics, Quadric* vertex_no_attrib_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap, const unsigned char* vertex_kind, const unsigned int* loop, const unsigned int* loopback)
+ {
+ for (size_t i = 0; i < index_count; i += 3)
+ {
+@@ -744,6 +776,9 @@ static void fillEdgeQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
+
+ quadricAdd(vertex_quadrics[remap[i0]], Q);
+ quadricAdd(vertex_quadrics[remap[i1]], Q);
++
++ quadricAdd(vertex_no_attrib_quadrics[remap[i0]], Q);
++ quadricAdd(vertex_no_attrib_quadrics[remap[i1]], Q);
+ }
+ }
+ }
+@@ -848,7 +883,7 @@ static size_t pickEdgeCollapses(Collapse* collapses, const unsigned int* indices
+ return collapse_count;
+ }
+
+-static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const Quadric* vertex_quadrics, const unsigned int* remap)
++static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const Vector3* vertex_positions, const Quadric* vertex_quadrics, const Quadric* vertex_no_attrib_quadrics, const unsigned int* remap)
+ {
+ for (size_t i = 0; i < collapse_count; ++i)
+ {
+@@ -868,10 +903,14 @@ static void rankEdgeCollapses(Collapse* collapses, size_t collapse_count, const
+ float ei = quadricError(qi, vertex_positions[i1]);
+ float ej = quadricError(qj, vertex_positions[j1]);
+
++ const Quadric& naqi = vertex_no_attrib_quadrics[remap[i0]];
++ const Quadric& naqj = vertex_no_attrib_quadrics[remap[j0]];
++
+ // pick edge direction with minimal error
+ c.v0 = ei <= ej ? i0 : j0;
+ c.v1 = ei <= ej ? i1 : j1;
+ c.error = ei <= ej ? ei : ej;
++ c.distance_error = ei <= ej ? quadricErrorNoAttributes(naqi, vertex_positions[i1]) : quadricErrorNoAttributes(naqj, vertex_positions[j1]);
+ }
+ }
+
+@@ -968,7 +1007,7 @@ static void sortEdgeCollapses(unsigned int* sort_order, const Collapse* collapse
+ }
+ }
+
+-static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, const Collapse* collapses, size_t collapse_count, const unsigned int* collapse_order, const unsigned int* remap, const unsigned int* wedge, const unsigned char* vertex_kind, const Vector3* vertex_positions, const EdgeAdjacency& adjacency, size_t triangle_collapse_goal, float error_limit, float& result_error)
++static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char* collapse_locked, Quadric* vertex_quadrics, Quadric* vertex_no_attrib_quadrics, const Collapse* collapses, size_t collapse_count, const unsigned int* collapse_order, const unsigned int* remap, const unsigned int* wedge, const unsigned char* vertex_kind, const Vector3* vertex_positions, const EdgeAdjacency& adjacency, size_t triangle_collapse_goal, float error_limit, float& result_error)
+ {
+ size_t edge_collapses = 0;
+ size_t triangle_collapses = 0;
+@@ -1030,6 +1069,7 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char*
+ assert(collapse_remap[r1] == r1);
+
+ quadricAdd(vertex_quadrics[r1], vertex_quadrics[r0]);
++ quadricAdd(vertex_no_attrib_quadrics[r1], vertex_no_attrib_quadrics[r0]);
+
+ if (vertex_kind[i0] == Kind_Complex)
+ {
+@@ -1067,7 +1107,7 @@ static size_t performEdgeCollapses(unsigned int* collapse_remap, unsigned char*
+ triangle_collapses += (vertex_kind[i0] == Kind_Border) ? 1 : 2;
+ edge_collapses++;
+
+- result_error = result_error < c.error ? c.error : result_error;
++ result_error = result_error < c.distance_error ? c.distance_error : result_error;
+ }
+
+ #if TRACE
+@@ -1455,9 +1495,11 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
+
+ Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
+ memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
++ Quadric* vertex_no_attrib_quadrics = allocator.allocate<Quadric>(vertex_count);
++ memset(vertex_no_attrib_quadrics, 0, vertex_count * sizeof(Quadric));
+
+- fillFaceQuadrics(vertex_quadrics, indices, index_count, vertex_positions, remap);
+- fillEdgeQuadrics(vertex_quadrics, indices, index_count, vertex_positions, remap, vertex_kind, loop, loopback);
++ fillFaceQuadrics(vertex_quadrics, vertex_no_attrib_quadrics, indices, index_count, vertex_positions, remap);
++ fillEdgeQuadrics(vertex_quadrics, vertex_no_attrib_quadrics, indices, index_count, vertex_positions, remap, vertex_kind, loop, loopback);
+
+ if (result != indices)
+ memcpy(result, indices, index_count * sizeof(unsigned int));
+@@ -1488,7 +1530,7 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
+ if (edge_collapse_count == 0)
+ break;
+
+- rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_quadrics, remap);
++ rankEdgeCollapses(edge_collapses, edge_collapse_count, vertex_positions, vertex_quadrics, vertex_no_attrib_quadrics, remap);
+
+ #if TRACE > 1
+ dumpEdgeCollapses(edge_collapses, edge_collapse_count, vertex_kind);
+@@ -1507,7 +1549,7 @@ size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned
+ printf("pass %d: ", int(pass_count++));
+ #endif
+
+- size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, edge_collapses, edge_collapse_count, collapse_order, remap, wedge, vertex_kind, vertex_positions, adjacency, triangle_collapse_goal, error_limit, result_error);
++ size_t collapses = performEdgeCollapses(collapse_remap, collapse_locked, vertex_quadrics, vertex_no_attrib_quadrics, edge_collapses, edge_collapse_count, collapse_order, remap, wedge, vertex_kind, vertex_positions, adjacency, triangle_collapse_goal, error_limit, result_error);
+
+ // no edges can be collapsed any more due to hitting the error limit or triangle collapse limit
+ if (collapses == 0)
diff --git a/thirdparty/meshoptimizer/patches/attribute-aware-simplify.patch b/thirdparty/meshoptimizer/patches/attribute-aware-simplify.patch
new file mode 100644
index 0000000000..cf648b0da3
--- /dev/null
+++ b/thirdparty/meshoptimizer/patches/attribute-aware-simplify.patch
@@ -0,0 +1,262 @@
+diff --git a/thirdparty/meshoptimizer/meshoptimizer.h b/thirdparty/meshoptimizer/meshoptimizer.h
+index fe8d349731..e44b99ce52 100644
+--- a/thirdparty/meshoptimizer/meshoptimizer.h
++++ b/thirdparty/meshoptimizer/meshoptimizer.h
+@@ -298,6 +298,11 @@ MESHOPTIMIZER_EXPERIMENTAL void meshopt_decodeFilterExp(void* buffer, size_t ver
+ */
+ MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* result_error);
+
++/**
++ * Experimental: Mesh simplifier with attribute metric; attributes follow xyz position data atm (vertex data must contain 3 + attribute_count floats per vertex)
++ */
++MESHOPTIMIZER_EXPERIMENTAL size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float* result_error, const float* attributes, const float* attribute_weights, size_t attribute_count);
++
+ /**
+ * Experimental: Mesh simplifier (sloppy)
+ * Reduces the number of triangles in the mesh, sacrificing mesh apperance for simplification performance
+diff --git a/thirdparty/meshoptimizer/simplifier.cpp b/thirdparty/meshoptimizer/simplifier.cpp
+index b2cb589462..059cabb055 100644
+--- a/thirdparty/meshoptimizer/simplifier.cpp
++++ b/thirdparty/meshoptimizer/simplifier.cpp
+@@ -20,6 +20,8 @@
+ #define TRACESTATS(i) (void)0
+ #endif
+
++#define ATTRIBUTES 8
++
+ // This work is based on:
+ // Michael Garland and Paul S. Heckbert. Surface simplification using quadric error metrics. 1997
+ // Michael Garland. Quadric-based polygonal surface simplification. 1999
+@@ -358,6 +360,10 @@ static void classifyVertices(unsigned char* result, unsigned int* loop, unsigned
+ struct Vector3
+ {
+ float x, y, z;
++
++#if ATTRIBUTES
++ float a[ATTRIBUTES];
++#endif
+ };
+
+ static float rescalePositions(Vector3* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
+@@ -414,6 +420,13 @@ struct Quadric
+ float a10, a20, a21;
+ float b0, b1, b2, c;
+ float w;
++
++#if ATTRIBUTES
++ float gx[ATTRIBUTES];
++ float gy[ATTRIBUTES];
++ float gz[ATTRIBUTES];
++ float gw[ATTRIBUTES];
++#endif
+ };
+
+ struct Collapse
+@@ -456,6 +469,16 @@ static void quadricAdd(Quadric& Q, const Quadric& R)
+ Q.b2 += R.b2;
+ Q.c += R.c;
+ Q.w += R.w;
++
++#if ATTRIBUTES
++ for (int k = 0; k < ATTRIBUTES; ++k)
++ {
++ Q.gx[k] += R.gx[k];
++ Q.gy[k] += R.gy[k];
++ Q.gz[k] += R.gz[k];
++ Q.gw[k] += R.gw[k];
++ }
++#endif
+ }
+
+ static float quadricError(const Quadric& Q, const Vector3& v)
+@@ -481,6 +504,17 @@ static float quadricError(const Quadric& Q, const Vector3& v)
+ r += ry * v.y;
+ r += rz * v.z;
+
++#if ATTRIBUTES
++ // see quadricUpdateAttributes for general derivation; here we need to add the parts of (eval(pos) - attr)^2 that depend on attr
++ for (int k = 0; k < ATTRIBUTES; ++k)
++ {
++ float a = v.a[k];
++
++ r += a * a * Q.w;
++ r -= 2 * a * (v.x * Q.gx[k] + v.y * Q.gy[k] + v.z * Q.gz[k] + Q.gw[k]);
++ }
++#endif
++
+ float s = Q.w == 0.f ? 0.f : 1.f / Q.w;
+
+ return fabsf(r) * s;
+@@ -504,6 +538,13 @@ static void quadricFromPlane(Quadric& Q, float a, float b, float c, float d, flo
+ Q.b2 = c * dw;
+ Q.c = d * dw;
+ Q.w = w;
++
++#if ATTRIBUTES
++ memset(Q.gx, 0, sizeof(Q.gx));
++ memset(Q.gy, 0, sizeof(Q.gy));
++ memset(Q.gz, 0, sizeof(Q.gz));
++ memset(Q.gw, 0, sizeof(Q.gw));
++#endif
+ }
+
+ static void quadricFromPoint(Quadric& Q, float x, float y, float z, float w)
+@@ -556,6 +597,84 @@ static void quadricFromTriangleEdge(Quadric& Q, const Vector3& p0, const Vector3
+ quadricFromPlane(Q, normal.x, normal.y, normal.z, -distance, length * weight);
+ }
+
++#if ATTRIBUTES
++static void quadricUpdateAttributes(Quadric& Q, const Vector3& p0, const Vector3& p1, const Vector3& p2, float w)
++{
++ // for each attribute we want to encode the following function into the quadric:
++ // (eval(pos) - attr)^2
++ // where eval(pos) interpolates attribute across the triangle like so:
++ // eval(pos) = pos.x * gx + pos.y * gy + pos.z * gz + gw
++ // where gx/gy/gz/gw are gradients
++ Vector3 p10 = {p1.x - p0.x, p1.y - p0.y, p1.z - p0.z};
++ Vector3 p20 = {p2.x - p0.x, p2.y - p0.y, p2.z - p0.z};
++
++ // we compute gradients using barycentric coordinates; barycentric coordinates can be computed as follows:
++ // v = (d11 * d20 - d01 * d21) / denom
++ // w = (d00 * d21 - d01 * d20) / denom
++ // u = 1 - v - w
++ // here v0, v1 are triangle edge vectors, v2 is a vector from point to triangle corner, and dij = dot(vi, vj)
++ const Vector3& v0 = p10;
++ const Vector3& v1 = p20;
++ float d00 = v0.x * v0.x + v0.y * v0.y + v0.z * v0.z;
++ float d01 = v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
++ float d11 = v1.x * v1.x + v1.y * v1.y + v1.z * v1.z;
++ float denom = d00 * d11 - d01 * d01;
++ float denomr = denom == 0 ? 0.f : 1.f / denom;
++
++ // precompute gradient factors
++ // these are derived by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w and factoring out common factors that are shared between attributes
++ float gx1 = (d11 * v0.x - d01 * v1.x) * denomr;
++ float gx2 = (d00 * v1.x - d01 * v0.x) * denomr;
++ float gy1 = (d11 * v0.y - d01 * v1.y) * denomr;
++ float gy2 = (d00 * v1.y - d01 * v0.y) * denomr;
++ float gz1 = (d11 * v0.z - d01 * v1.z) * denomr;
++ float gz2 = (d00 * v1.z - d01 * v0.z) * denomr;
++
++ for (int k = 0; k < ATTRIBUTES; ++k)
++ {
++ float a0 = p0.a[k], a1 = p1.a[k], a2 = p2.a[k];
++
++ // compute gradient of eval(pos) for x/y/z/w
++ // the formulas below are obtained by directly computing derivative of eval(pos) = a0 * u + a1 * v + a2 * w
++ float gx = gx1 * (a1 - a0) + gx2 * (a2 - a0);
++ float gy = gy1 * (a1 - a0) + gy2 * (a2 - a0);
++ float gz = gz1 * (a1 - a0) + gz2 * (a2 - a0);
++ float gw = a0 - p0.x * gx - p0.y * gy - p0.z * gz;
++
++ // quadric encodes (eval(pos)-attr)^2; this means that the resulting expansion needs to compute, for example, pos.x * pos.y * K
++ // since quadrics already encode factors for pos.x * pos.y, we can accumulate almost everything in basic quadric fields
++ Q.a00 += w * (gx * gx);
++ Q.a11 += w * (gy * gy);
++ Q.a22 += w * (gz * gz);
++
++ Q.a10 += w * (gy * gx);
++ Q.a20 += w * (gz * gx);
++ Q.a21 += w * (gz * gy);
++
++ Q.b0 += w * (gx * gw);
++ Q.b1 += w * (gy * gw);
++ Q.b2 += w * (gz * gw);
++
++ Q.c += w * (gw * gw);
++
++ // the only remaining sum components are ones that depend on attr; these will be addded during error evaluation, see quadricError
++ Q.gx[k] = w * gx;
++ Q.gy[k] = w * gy;
++ Q.gz[k] = w * gz;
++ Q.gw[k] = w * gw;
++
++#if TRACE > 2
++ printf("attr%d: %e %e %e\n",
++ k,
++ (gx * p0.x + gy * p0.y + gz * p0.z + gw - a0),
++ (gx * p1.x + gy * p1.y + gz * p1.z + gw - a1),
++ (gx * p2.x + gy * p2.y + gz * p2.z + gw - a2)
++ );
++#endif
++ }
++}
++#endif
++
+ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indices, size_t index_count, const Vector3* vertex_positions, const unsigned int* remap)
+ {
+ for (size_t i = 0; i < index_count; i += 3)
+@@ -567,6 +686,9 @@ static void fillFaceQuadrics(Quadric* vertex_quadrics, const unsigned int* indic
+ Quadric Q;
+ quadricFromTriangle(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], 1.f);
+
++#if ATTRIBUTES
++ quadricUpdateAttributes(Q, vertex_positions[i0], vertex_positions[i1], vertex_positions[i2], Q.w);
++#endif
+ quadricAdd(vertex_quadrics[remap[i0]], Q);
+ quadricAdd(vertex_quadrics[remap[i1]], Q);
+ quadricAdd(vertex_quadrics[remap[i2]], Q);
+@@ -1259,13 +1381,19 @@ unsigned int* meshopt_simplifyDebugLoopBack = 0;
+ #endif
+
+ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float* out_result_error)
++{
++ return meshopt_simplifyWithAttributes(destination, indices, index_count, vertex_positions_data, vertex_count, vertex_positions_stride, target_index_count, target_error, out_result_error, 0, 0, 0);
++}
++
++size_t meshopt_simplifyWithAttributes(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_data, size_t vertex_count, size_t vertex_stride, size_t target_index_count, float target_error, float* out_result_error, const float* attributes, const float* attribute_weights, size_t attribute_count)
+ {
+ using namespace meshopt;
+
+ assert(index_count % 3 == 0);
+- assert(vertex_positions_stride > 0 && vertex_positions_stride <= 256);
+- assert(vertex_positions_stride % sizeof(float) == 0);
++ assert(vertex_stride > 0 && vertex_stride <= 256);
++ assert(vertex_stride % sizeof(float) == 0);
+ assert(target_index_count <= index_count);
++ assert(attribute_count <= ATTRIBUTES);
+
+ meshopt_Allocator allocator;
+
+@@ -1279,7 +1407,7 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
+ // build position remap that maps each vertex to the one with identical position
+ unsigned int* remap = allocator.allocate<unsigned int>(vertex_count);
+ unsigned int* wedge = allocator.allocate<unsigned int>(vertex_count);
+- buildPositionRemap(remap, wedge, vertex_positions_data, vertex_count, vertex_positions_stride, allocator);
++ buildPositionRemap(remap, wedge, vertex_data, vertex_count, vertex_stride, allocator);
+
+ // classify vertices; vertex kind determines collapse rules, see kCanCollapse
+ unsigned char* vertex_kind = allocator.allocate<unsigned char>(vertex_count);
+@@ -1303,7 +1431,21 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
+ #endif
+
+ Vector3* vertex_positions = allocator.allocate<Vector3>(vertex_count);
+- rescalePositions(vertex_positions, vertex_positions_data, vertex_count, vertex_positions_stride);
++ rescalePositions(vertex_positions, vertex_data, vertex_count, vertex_stride);
++
++#if ATTRIBUTES
++ for (size_t i = 0; i < vertex_count; ++i)
++ {
++ memset(vertex_positions[i].a, 0, sizeof(vertex_positions[i].a));
++
++ for (size_t k = 0; k < attribute_count; ++k)
++ {
++ float a = attributes[i * attribute_count + k];
++
++ vertex_positions[i].a[k] = a * attribute_weights[k];
++ }
++ }
++#endif
+
+ Quadric* vertex_quadrics = allocator.allocate<Quadric>(vertex_count);
+ memset(vertex_quadrics, 0, vertex_count * sizeof(Quadric));
+@@ -1395,7 +1537,9 @@ size_t meshopt_simplify(unsigned int* destination, const unsigned int* indices,
+
+ // result_error is quadratic; we need to remap it back to linear
+ if (out_result_error)
++ {
+ *out_result_error = sqrtf(result_error);
++ }
+
+ return result_count;
+ }