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Compressing integer accessors #121
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…ne into compressIntegerAccessors
Results:
All models render correctly and this compression is completely lossless! |
Nice results! I'll check the code out when everything is ready. |
@lilleyse This should be ready for a look. Not super high priority, but it would be nice to get into master since it comes with a decent amount of cleanup as well. |
For Box.gltf above (#121 (comment)), why is it smaller with integer compression? What integer attributes did it have? |
Its positions and normals are all made up of edit: actually just the normals |
…ne into compressIntegerAccessors
Good catch @lilleyse! This was an issue with |
…ne into compressIntegerAccessors
Ah, OK. Then it is rendered with bytes, right? This is fine for now, but I would not be surprised if this is slower to render on many GPUs or if the data is padded / converted when uploaded to the WebGL buffer (e.g., we said bytes, but the driver converts to floats to get the fast path). No need to do performance testing now since this is an edge case for most models. |
Yes, it is rendered with bytes. Definitely an edge case though; this is mostly for compressing |
All good with me, what's left before we can merge this? #121 (comment)? |
I don't have anything left on my list; should be good to merge. |
@lilleyse when you are ready... |
I confirmed that quantization works normally now. |
For #120
AccessorReader
- Some ofremovedUnusedVertices
was left alone because it is faster to copy data in chunksResults look good except for cases where the first checkmark is an issue.