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It would be awesome if StereoKit supported the glTF extension EXT_meshopt_compression for decompressing .glb files (generated from meshoptimizer/gltfpack). Three.js has a decoder for the extension that maybe useful as a reference. This feature could probably be lumped into #59 .
An example use-case
I would like to be able to access .glb files from a server over a network, so shrinking the file size drastically improves user experience.
The text was updated successfully, but these errors were encountered:
Oh this is interesting! I didn't realize there was a mesh compression extension besides the Draco stuff, I like this a lot more. Especially since I've wanted to integrate some of Zeux's mesh optimization work anyhow!
Do you have any idea what your size breakdown is for mesh data vs. texture data? I've also been really interested in the KHR_texture_basisu extension, as texture compression has some opportunity to improve rendering performance as well.
The application I am developing allows user to provide their own models. I have one large model that is mostly mesh (get 10x savings using Zeux's compression), but I have used other models with high resolution textures as well. Texture compression would also be great :)
Describe the feature
It would be awesome if StereoKit supported the glTF extension EXT_meshopt_compression for decompressing .glb files (generated from meshoptimizer/gltfpack). Three.js has a decoder for the extension that maybe useful as a reference. This feature could probably be lumped into #59 .
An example use-case
I would like to be able to access .glb files from a server over a network, so shrinking the file size drastically improves user experience.
The text was updated successfully, but these errors were encountered: