This repository contains low-level bindings for MeshOptimizer used in Evergine.
This binding tracks the latest stable MeshOptimizer release,
header and native libraries together. The exact revision currently vendored is
recorded in binding.yml as upstream.release.current, which the
CD rewrites when it brings in a newer release — so there is one place to look and
nothing here to keep up to date by hand.
When a GPU renders triangle meshes, various stages of the GPU pipeline have to process vertex and index data. The efficiency of these stages depends on the data you feed to them; this library provides algorithms to help optimize meshes for these stages, as well as algorithms to reduce the mesh complexity and storage overhead.
When optimizing a mesh, you should typically feed it through a set of optimizations (the order is important!):
Indexing (optional, discussed last) Simplification Vertex cache optimization Overdraw optimization Vertex fetch optimization Vertex quantization Shadow indexing (optional) Vertex/index buffer compression
Go to the original repository for more details: https://github.com/zeux/meshoptimizer
- Windows x64, ARM64
- Linux x64, ARM64
- MacOS ARM64