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Triangle count is super high #315
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Yes this is an issue at the moment. It would be nice to integrate a mesh optimization step in the export code, maybe there are open source libraries doing that? |
i hope there are. i would bet there might be. specially since your code seem to be C. on a similar note. not sure if i should open a new ticket: |
i found this one has c and cpp interfaces. https://meshoptimizer.org/ |
i tried the utility called gtlfpack unfortunately it does some weird stuff to the gltf (like putting part of it in a bin file). i would really like to ask if you do implement some optimization to have it as a export flag so i can turn it off/on depending on the asset to avoid issues like this and others. |
The glTF export definitively needs more work. I already changed the code a bit to at least use a single mesh per layer, but for the moment this is still using several primitive per mesh. Meshoptimizer looks interesting yes. Can you open a new issue specifically about the overlap you see? If possible with a screenshot because I am not sure what the issue is. |
thanks a lot. if you ever implement this please make it optional or add a way to set the flags to ensure compatibility. it could make the tool unusable for me if i can't import. it reduced the number of vertices but not the number of triangles though something better should be out there.. |
I just pushed a first change that uses meshoptimizer to cleanup the mesh a little before export. For the moment this is not doing any advanced simplification, but should already result in better topology. Not sure if that would improve the import in UE though. |
Also added an new option to simplify the mesh. With simplification Goxel will attempt to remove as many vertices as possible before exporting. All of this is still quite experimental. |
awesome! I will try them both whenever i get the chance :) Thanks a lot! |
Sorry for the late reply. Do you have the gox image? I am looking at this again but I cannot reproduce the issue currently. |
i think is this one. sorry the delay. |
if this is in i will test it right away! thanks! |
Ah that's right, I didn't see that... I'll check a bit more. |
btw, the triangle count has definitely improved with the new simplification. thanks a lot! |
Thanks. I was unable to reproduce the quirk in the eye. I wonder if my screenshot was maybe using the wrong export. Do you still see the issue? |
i haven't seen this lately. if i come across it i'll open a new thread to not clog this ticket which seems to be a different issue. |
When importing a simple object to unreal i noticed that the triangle count is very very high. even for simple objects.
it seems to me that there is no optimization being done when exporting.
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