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Hi @maxxnino Not sure I fully understand the question, I'll try to explain hoping it's not too much below your level. There is no absolute answer to this - each component would have its own data stream and properties. For examples, vertices (position buffer/stream) will most likely be 3 x float32, and so will be normals, tangent and bi-tangent (the last two might also additional component). You can go over meshoptimizer.h and review many of the declared functions and how to use them or follow the main.cpp Process function and dive into the functions as they go over the model. I'd recommend downloading an open source visualizer to understand how this data is plugged into the renderer - basically using streams / buffers and their descriptors so that DX12 / Vulkan would associate them properly on the GPU. |
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I have one more question, maybe outside the scoop of this library. But how can I use uint16 as position/text_coord and int8 as normal/tangent inside of glsl shader. It's only have vector of float |
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Sorry, I'm new to the library, and graphic programming in general. I use
gltfpack
to optimize gltf file. And usingcgltf
load the optimized gltf file. But the component type jump fromfloat32/uint16/int8
all over the place. How can I load and use it invulkan
renderer. What the format for each of them ( vertex, index, normal, tangent).Beta Was this translation helpful? Give feedback.
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