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The tool still invariably creates 16-bit indices, and thus also often splits large FBX meshes into smaller glTF meshes. I'm currently thinking:
FBX2glTF --use-short-indices
FBX2glTF --use-long-indices
Without either option, the tool should choose 16-bit or 32-bit on a mesh-by-mesh basis, depending on which would be most economical.
The text was updated successfully, but these errors were encountered:
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The tool still invariably creates 16-bit indices, and thus also often splits large FBX meshes into smaller glTF meshes. I'm currently thinking:
FBX2glTF --use-short-indices
FBX2glTF --use-long-indices
# force 32-bit indicesWithout either option, the tool should choose 16-bit or 32-bit on a mesh-by-mesh basis, depending on which would be most economical.
The text was updated successfully, but these errors were encountered: