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https://github.com/zeux/meshoptimizer/commit/ea4558d1c0f217f1d67ed7fe0b07896ece88ae18
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https://github.com/zeux/meshoptimizer/commit/8a7d69caa68f778cb559f1879b6beb7987c8c6b7
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https://github.com/zeux/meshoptimizer/commit/f4c356d79fadb99cbf432f7e199d823581b0e19e
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* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
meshes that were previously left untouched. The angle difference at
wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
doubling (approximately) the number of triangles from there. This
makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
various LODs. Right now only normals are taken into account,
but it could be expanded to other attributes in the future.
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Normals being optimized has better quality now.
Test simplify once and then use a slightly less tolerant
error for the target error.
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Switch to simplify sloppy for another try.
Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
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