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Releases: zeux/meshoptimizer
v0.24
7b2d4f4
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This release contains many improvements to the meshoptimizer library and some gltfpack fixes! Some highlights:
New meshlet builder (meshopt_buildMeshletsSpatial
) designed for raytracing workloads optimizes meshlets using SAH cost and can be used with NVidia cluster acceleration structure extensions. The generated meshlets follow the same format and data layout as other meshlet builders, thus the functions can be used interchangeably based on the expected usage of a given mesh.
An assortment of new experimental functions in various areas of the library help reindex meshes with tolerance (meshopt_generateVertexRemapCustom
), remove isolated components after isosurface meshing (meshopt_simplifyPrune
), rasterize point clouds via compute using spatially optimized clusters (meshopt_spatialClusterPoints
), and implement adaptive view dependent distance based culling for small objects (meshopt_analyzeCoverage
).
Cluster partitioning (meshopt_partitionClusters
) now accepts vertex positions as an optional input, improving spatial locality of returned partitions.
The majority of the work on the core library in this release has been sponsored by Valve; thank you!
Note: gltfpack development is done in spare time; potential corporate sponsors should feel free to reach out via e-mail.
Library improvements
- New experimental function,
meshopt_buildMeshletsSpatial
, generates meshlets that are optimized for ray tracing workloads and can be used with NVidia cluster acceleration structure extensions - New experimental function,
meshopt_generateVertexRemapCustom
, generates vertex remap for reindexing using a custom comparison function for vertex attributes, which can be used to weld vertices with per-attribute tolerance - New experimental function,
meshopt_simplifyPrune
, removes connected components under the specified threshold, which is useful for simplification and isosurface cleanup - New experimental function,
meshopt_spatialClusterPoints
, subdivides the input point cloud into uniformly sized chunks, which is useful for compute driven rendering - New experimental function,
meshopt_analyzeCoverage
, returns rasterized coverage from three cardinal axes, which is useful for distance based culling meshopt_encodeVertexBufferLevel
now accepts encoding version as an optional parameter for multi-threaded multi-versioned encodingmeshopt_partitionClusters
now accepts vertex positions as an optional input, which helps reduce spatial bounds for partitionsmeshopt_partitionClusters
is now ~2x faster on typical inputsmeshopt_spatialSort*
functions now use more precise Morton codes, yielding more accurate order for large meshesmeshopt_decodeIndexBuffer
has been optimized to decode ~10% faster when using MSVCmeshopt_computeMeshletBounds
and other bounds functions now compute 1-2% tighter bounding spheresmeshopt_analyzeOverdraw
now correctly computes depth information which results in more accurate statisticsmeshopt_simplify
now correctly handles negative zero components in input positionsmeshopt_generateProvokingIndexBuffer
andmeshopt_spatialSortTriangles
are now stable- CMake option MESHOPT_STABLE_EXPORTS allows building shared library without experimental functions
- Improve code compatibility with VS2013
gltfpack improvements
- Improve performance for inputs with abnormally large vertex accessors
- Lines are now supported in input .OBJ files
Thanks to @axmand and @pm4rtx for contributions to this release!
Assets 5
v0.23
3e9d1ff
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This release contains many improvements to the meshoptimizer library and some gltfpack enhancements! Some highlights:
Vertex codec v1 (enabled via meshopt_encodeVertexVersion(1)
) provides increased compression ratio, faster decompression speed, and customizable compression levels. Depending on input data, compressed data can be up to 5-10% smaller and decode up to 10% faster. Additionally, decoding has been further optimized for modern AArch64 CPUs, achieving 20% higher decoding speed on Apple Silicon for both versions (up to 30% overall improvements for v1).
Meshlet builder (meshopt_buildMeshlets
) now generates fewer disconnected clusters, improving rasterization performance by up to 5% on certain meshes. Additionally, this algorithm now exposes extra options (via meshopt_buildMeshletsFlex
) to create more axis-aligned clusters and further reduce disconnected clusters. This benefits use cases like clustered ray tracing (for Nvidia RTX) and hierarchical clusterization. For hierarchical clusterization, a new experimental algorithm, meshopt_partitionClusters
, can be used to build the cluster hierarchy, and meshopt_computeSphereBounds
can be used to compute the necessary bounds.
The majority of the work on the core library in this release has been sponsored by Valve; thank you!
Note: gltfpack development is done in spare time; potential corporate sponsors should feel free to reach out via e-mail.
Library improvements
meshopt_encodeVertexVersion
now supports version 1, which results in better compression ratio and faster decoding- Default vertex codec version does not change in this version; applications that produce compressed data for glTF storage should call
meshopt_encodeVertexVersion(0)
to ensure that future library upgrades do not alter the encoding - An experimental function,
meshopt_encodeVertexBufferLevel
, allows adjusting the compression level to balance between compression ratio and encoding speed (only available for version 1) meshopt_decodeVertexBuffer
has been further optimized for some AArch64 systems, with up to 20% speedup on Apple Siliconmeshopt_decodeVertexVersion
/meshopt_decodeIndexVersion
allow inspecting the encoded version of the compressed buffermeshopt_simplifyWithAttributes
uses a more careful evaluation of attribute error on attribute seams, improving attribute qualitymeshopt_buildMeshlets
now produces significantly fewer disconnected clusters, resulting in ~5% rasterization performance improvement in some casesmeshopt_buildMeshlets
is significantly faster and uses less memory for sparse mesh subsets (e.g. groups of clusters)meshopt_buildMeshlets*
functions now supportmax_vertices=256
(up from 255)- An experimental algorithm,
meshopt_buildMeshletsFlex
, allows more flexible cluster sizing and using axis-aligned bounds, which can improve clusterization quality for hierarchical clusterization and/or raytracing clusters - An experimental algorithm,
meshopt_computeSphereBounds
, allows computing sphere bounds for groups of spheres or large meshes (as a complement tomeshopt_computeMeshletBounds
which is only useful for meshlets) - An experimental algorithm,
meshopt_partitionClusters
, allows partitioning a set of clusters into larger groups, which is useful for hierarchical simplification meshopt_quantizeHalf
/meshopt_quantizeFloat
are nowextern "C"
to allow proper use from non-C++ codemeshopt_simplifyWithAttributes
,meshopt_simplifyPoints
,meshopt_optimizeMeshlet
, andmeshopt_EncodeExpClamped
are now stable- CMake option
MESHOPT_INSTALL
allows disabling installation targets when building the library
gltfpack improvements
- Improve UV seam preservation for meshes with UV mirroring
- Implement support for
KHR_materials_diffuse_transmission
extension - Allow disabling animation resampling by specifying frequency 0 (
-af 0
) - Allow per-texture-class control for texture scaling (
-ts
) and limit (-tl
) - Preserve primitive
extras
when-ke
is specified - Warn when position quantization error is significant and
-vpf
is not specified
JavaScript changes
simplifyWithAttributes
andsimplifyPoints
no longer requireMeshoptSimplifier.useExperimentalFeatures
- npm version of
gltfpack
now requires Node 18+ due to a WASI update
Thanks to @hankarun and @JulienIcon, as well as Nvidia engineers, for contributions to this release!
Assets 5
v0.22
4affad0
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This release contains many improvements to the meshoptimizer library and some gltfpack enhancements!
Notably, meshopt_simplifyWithAttributes
has seen significant improvements to attribute handling, meshopt_simplify*
algorithms now produce results with fewer triangles and better quality on meshes with complex topology, meshopt_buildMeshlets
produces slightly more optimal clusterization, and gltfpack will often produce smaller outputs due to geometry deduplication and improved quantization.
The majority of the work on the core library in this release has been sponsored by Valve; thank you!
Note: gltfpack development is done in spare time; potential corporate sponsors should feel free to reach out via e-mail.
Library improvements
- A new algorithm,
meshopt_generateProvokingIndexBuffer
, generates an index buffer that can be used to efficiently render visibility buffers by usingnointerpolate
attributes meshopt_simplifyWithAttributes
now uses an improved attribute metric that mixes better with positional error and results in more intuitive weightingmeshopt_simplifyWithAttributes
now properly tracks attribute errors across attribute discontinuitiesmeshopt_simplifyWithAttributes
no longer spends time or memory on attributes with weight 0, and allows up to 32 scalar attributesmeshopt_simplifyWithAttributes
now has better support forvertex_lock
if the input lock flags are inconsistent on discontinuitiesmeshopt_simplify*
can now collapse some edges that were previously restricted which improves quality and reduces minimum reachable triangle countmeshopt_simplify*
now support component pruning via a new experimentalmeshopt_SimplifyPrune
option which disregards interior topology and removes components entirelymeshopt_simplify*
are now ~5-10% faster on large meshes due to better memory access patterns and improved schedulingmeshopt_simplify*
use more accurate computations to improve quality and convergencemeshopt_simplifyPoints
uses an improved color metric that results in more intuitive weightingmeshopt_buildMeshlets
uses improved heuristics to produce up to ~1% fewer meshlets on large meshes with fewer disconnected meshletsmeshopt_decodeFilter*
andmeshopt_encodeFilter*
family of functions are now stablemeshopt_encodeFilterExp
supports an extra experimental mode,meshopt_EncodeExpClamped
, which can be used on texture coordinates for a better balance between quality and size
gltfpack improvements
- Mesh geometry is now deduplicated based on its contents, which can significantly reduce the size of the output in some cases and improve instancing efficiency
- When quantization is enabled, normals/tangents are quantized before reindexing which can significantly improve the output size/efficiency without affecting quality
- Optionally keep unused vertex attributes if
-kv
is specified; together with-vtf
this can be used to preserve UV mapping on assets without materials/textures - Simplification error can now be specified via a new
-se
command line option - Fix handling of files with Unicode paths on Windows (starting from Windows 10)
- Fix incorrect mesh merging across scene boundaries for multi-scene assets
- Fix rare cases where output JSON would be invalid due to Inf/NaN values
JS improvements
- A new module,
MeshoptClusterizer
, exposes meshlet clustering and bounds computation functionality (by @JolifantoBambla) simplifyWithAttributes
now correctly supportsvertex_lock
argument and expects it to be Uint8Array (instead of JS array) when specified
Thanks to @JolifantoBambla and @Ono-Sendai for contributions to this release!
Assets 5
v0.21
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This release contains improvements to the meshoptimizer library and many gltfpack enhancements! Notably, the introduction of sparse and absolute error simplification options in meshopt_simplify
as well as per-vertex locking in meshopt_simplifyWithAttributes
improves Nanite-style processing pipelines, meshlet optimization increases rasterization performance further on NVidia hardware, and gltfpack now preserves most data compression / optimization extensions which makes it easier to compose with other glTF processing tools.
Library improvements
- Introduce experimental
meshopt_optimizeMeshlet
algorithm that should be used to optimize individual meshlets for rendering efficiency (mostly affects NVidia hardware but can be used for other vendors as well) meshopt_simplifyWithAttributes
now takes an additional optional array,vertex_lock
, which allows specifying 1 for individual vertices that should not be moved during simplification (note that this is an interface change and will require source changes; the API continues to be experimental and may see further changes in future releases)meshopt_simplify
options now support a new flag,meshopt_SimplifySparse
, which significantly increases simplification performance when simplifying small subsets of a larger mesh (note that the error in this mode is relative to the subset, as such use ofmeshopt_SimplifyErrorAbsolute
is recommended for consistency)meshopt_simplify
options now support a new flag,meshopt_SimplifyErrorAbsolute
, which treats target error and the result error as absolute (in mesh coordinate space) instead of relative to mesh extents- Simplifier now tries harder to prevent triangle flips at a minimal cost to simplification performance and efficiency
meshopt_optimizeVertexCache
now needs ~5% less memory and is ~7% faster on Windows- MESHOPT_SOVERSION CMake option can be used to customize .so version for shared library builds
gltfpack improvements
- Implement support for
KHR_texture_basisu
andEXT_texture_webp
extensions in the input files; the extensions and images will be preserved as is regardless of compression flags - Implement support for
EXT_mesh_gpu_instancing
extension in the input files; instanced meshes will be preserved regardless of-mi
flag - Implement support for
EXT_meshopt_compression
extension in the input files; files using this extension will be automatically decompressed (and recompressed if-c
/-cc
is specified) - Implement support for
KHR_materials_dispersion
extension - Implement attribute aware simplification: when
-sv
flag is specified, vertex colors and normals are used during simplification to improve appearance - Image names are now preserved when present in the input file
- Improve texture compression when using UASTC format: textures are now a little smaller by default, and using low quality levels via
-tq
allows to push compressed size further down at the expense of some quality loss - Improve behavior of simplification with extremely low factors (eg
-si 0
) - Improve behavior of quantization when the input file is already quantized
- Improve behavior for textures that are missing on disk when the output file is a GLB
- Automatically fix incorrect MIME type for PNG/JPEG input textures
- Normal attributes are removed for meshes that use unlit materials to reduce size
- Normals can be optionally stored without quantization by using
-vnf
flag (only needed for rare edge cases involving morph targets, prefer-vn
to increase normal quality)
Thanks to @ruby0x1, @sciecode and @oisyn for contributions to this release!
Assets 5
v0.20
Compare
This release contains new algorithms and improvements to the meshoptimizer library, many gltfpack enhancements and JS library updates! Importantly, an experimental meshopt_simplifyWithAttributes
algorithm can take attribute information into account for better appearance, and gltfpack now copies texture files to the output folder when the output format is .gltf
(which can be disabled via -tr
option).
Note that attribute-aware simplification is still in development, and there are some known issues with attribute weighting, discontinuities and geometry preservation, so the interface and behavior is subject to change in future releases. Issue #158 can be tracked for development progress.
Library improvements
- The default index encoding version for
meshopt_encodeIndexBuffer
andmeshopt_encodeIndexSequence
has been updated to 1. Version 1 has been supported since meshoptimizer 0.14 and is the version that is part of glTFEXT_meshopt_compression
extension; if legacy version 0 is needed, this can be overridden viameshopt_encodeIndexVersion
. - Introduce experimental
meshopt_simplifyWithAttributes
algorithm that takes attribute error into account when running simplification at some cost to geometric error and simplification memory and performance - Implement
meshopt_dequantizeHalf
which can reverse the quantization done bymeshopt_quantizeHalf
for cases when the data is needed on the CPU meshopt_simplify
now requires ~25% less memory for large meshesmeshopt_optimizeVertexCache
is now ~15% faster for large meshesmeshopt_simplifyPoints
now consumes less memory and supports per-point colors during simplification; the algorithm is still experimental but will likely be stabilized in a future release. The interface has changed to accommodate optional color attribute input.meshopt_simplify
now prevents triangle flipping better in planar regions (although some issues remain, tracked in #346)meshopt_remapVertexBuffer
is now up to 4x faster for deinterleaved streams with small stridemeshopt_spatialSortRemap
is no longer experimental (which means it has a stable API like most other functions)- Fixed vertexfilter.cpp compilation with Emscripten when using Wasm SIMD and SIMD emulation flags
gltfpack improvements
- By default, when targeting
.gltf
files, gltfpack now copies texture files to the output folder. This can be changed by using the new-tr
option (which also allows to keep texture file references when targeting.glb
files). - Implement support for
KHR_materials_anisotropy
extension - Improve processing performance for large geometry-heavy glTF files
- Preserve custom integer ID attributes (
_ID
,_BATCHID
and_FEATURE_ID_n
) - Fix mesh instancing (
-mi
) transform handling for scenes with non-uniform scale & rotation - Improve mesh instancing (
-mi
) efficiency on some CAD exports by relaxing mesh merging rules - Improve animation error analysis for translation tracks when nodes have a large scale
- Identical texture glTF objects are now merged together, which results in significant size/performance improvements on some exports
- Improve point cloud optimization and simplification using the library enhancements
- Implement optional support for floating-point texture coordinate quantization via
-vtf
; this is occasionally useful on scenes with very large texture tiling factors - Improve support for
.obj
file parsing: vertex colors are now preserved and more data from.mtl
materials is preserved
JavaScript improvements
- Introduce
reorderPoints
function to MeshoptEncoder; this function is recommended for use with point clouds to reduce data size and improve render locality - Improve support for JavaScript minifiers when using MeshoptDecoder and WebWorkers
- Improve MeshoptDecoder
useWorkers
behavior: calling the function twice no longer leaks workers, anduseWorkers(0)
can be used to reclaim WebAssembly instance memory - Introduce experimental
simplifyPoints
andsimplifyWithAttributes
functions to MeshoptSimplifier; these functions may change interface/implementation significantly in future releases and require settinguseExperimentalFeatures
totrue
.
Thanks to @LorenRoosendaal, @1d10t and @Light7734 for contributions to this release!
Assets 5
v0.19
fbe26ff
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This release contains several meshoptimizer and gltfpack fixes/improvements as well as tweaks for the JavaScript library. Notably, -vpf
mode in gltfpack can simplify integration into applications that are very sensitive to the scene graph structure as it allows to preserve it better than the default quantization mode does without resorting to disabling quantization entirely.
Library improvements
- Improve
meshopt_decodeVertexBuffer
performance by 5-10% for Intel/AMD and 15-25% for ARM - Improve scoring heuristic for
meshopt_buildMeshlets
which results in ~2% fewer meshlets with ~5% smaller radius on average - Improve
meshopt_encodeFilterExp
performance by ~3x and make the encoder more flexible with the newmode
parameter - Fix compilation issues with Android NDK 19c and some Emscripten build configurations
gltfpack improvements
- Add floating-point position quantization (
-vpf
) which removes the need for dequantization transforms at some cost to geometry size - Add support for border locking during simplification via
-slb
which can fix gaps between different meshes - When using
-vpf
or-noq
, meshes will usually be attached directly to their source nodes without new intermediate nodes - Skin names are now preserved when present in the input file
- Fix material optimization when both a metallic-roughness model and a specular-glossiness model was used with inconsistent transparency
JavaScript improvements
- Add exports and update type definitions for MeshoptSimplifier
- Reduce memory consumption of MeshoptSimplifier by 3-4x
- Add WebWorker support to MeshoptDecoder (via
MeshoptDecoder.useWorkers
)
Thanks to @donmccurdy, @LilyWangLL, @daemyung, @DavidKorczynski, @rafern, @Kuranes and @mosra for contributions to this release!
Assets 5
v0.18
e62c41e
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This release contains several gltfpack fixes/improvements as well as small improvements to the simplifier, and support for simplifier in the JavaScript library.
Importantly, gltfpack now uses basis_universal as a library to implement ETC1S and UASTC texture compression. This means that external executables like basisu
/toktx
are no longer necessary, and compression of complex scenes is much faster due to support for parallel compression using optimized job pool to maximize resource allocation, but it also means that node.js version of gltfpack
can no longer compress textures - native gltfpack
binary should be used instead.
Library improvements
- Add options bitmask to
meshopt_simplify
that can be used to specifymeshopt_SimplifyLockBorder
option; this option is useful when multiple chunks of a single mesh are simplified independently, as it makes sure the simplified versions will connect without gaps - Fix vertex classification around degenerate triangles which improves simplification quality in rare cases
- Added
MESHOPTIMIZER_ALLOC_CALLCONV
build setting (fixes #403) - JavaScript version of meshoptimizer library now supports mesh simplification via
mesh_simplifier
module
gltfpack improvements
- Add support for KHR_materials_emissive_strength
- Add support for KHR_materials_iridescence
- Switch to parallel texture compressor using internal Basis encoder, and stop supporting texture compression via external executables
- Add command line option
-tj
that can override the degree of parallelism used during texture compression - Add command line option
-tl
that can limit the texture width/height during texture compression - Support texture masks in
-tc
option which allows to only compress some textures as ETC1S - Implement support for normalized attributes during quantization; texture coordinates now use normalized integers, and positions can use normalized integers with
-vpn
command line option - Preserve interpolation type for STEP animation tracks
- Sort bone influences by weight, not by index, which allows renderers to drop last few bone influences in shader LODs
- Optimize .obj parsing to reduce memory consumption, yielding 2-3x reduction in total memory consumption for some large .obj files
Assets 5
v0.17
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This release contains several gltfpack fixes/improvements as well as small tweaks to the core library, and a new JavaScript package, meshoptimizer.
Library improvements
- Implement
meshopt_encodeFilter*
functions that encode floating point data in a format that can be decoded using decode filters; this can be used together with vertex codec and is mostly designed to supportEXT_meshopt_compression
glTF extension. - Improve simplification performance when applied to large meshes with integer coordinates.
gltfpack improvements
- Preserve texture samplers along with wrap and filter settings
- Implement support for texture flipping (via
-tfy
) when using texture compression - Implement support for specifying texture compression settings separately for color/normal/attribute maps (e.g.
-tu normal
now enables UASTC only for normal maps) - Update texture compression command line parameters for UASTC to match latest toktx/basisu
- Optimize materials by removing BLEND mode when it's provably unnecessary to correct for exporters that use BLEND unconditionally
- Fix default intensity for lights specified via
KHR_lights_punctual
extension - Several fixes to animation compression heuristics fixing scenes that previously resulted in missing animation data
- Fix mesh merging when some meshes have negative scale
- Fix quantization processing when
KHR_materials_volume
extension is used - Fix processing for glTF files that are 2 GB or larger
- Fix decimal separator in glTF output when running on Linux with a non-English locale
meshoptimizer.js
To facilitate integration of meshoptimizer compression into web applications, several algorithms that the library provides, specifically mesh reordering, vertex/index compression as well as attribute filters, are now provided as a standalone JS package available through NPM, meshoptimizer.
The package provides meshopt_decoder
module that can be used to decompress meshes, and meshopt_encoder
module that can be used to optimize and compress meshes. Both modules are particularly important for applications that work with EXT_meshopt_compression glTF extension.
Note that these JS modules are low-level and are intended to be used in content pipeline tools (like glTF-Transform) or renderers (like three.js or Babylon.js); it's comparatively rare that these would be useful to integrate directly into a web application as opposed to a high-level library dependency.
Assets 5
v0.16
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This release features many library changes including a few new algorithms and substantial improvements in existing algorithms, notably making mesh simplification and clusterization better, as well as gltfpack fixes and improvements.
Library improvements
meshopt_simplify
now has an extra output parameter,result_error
, which will contain the relative simplification error (which can be converted to absolute withmeshopt_simplifyScale
)meshopt_simplifySloppy
interface has changed to align withmeshopt_simplify
: the function now expects a larger output index buffer size and accepts an input error that restricts simpification as well as an output error.meshopt_simplify
now tries to avoid simplifications that result in triangle flips; this substantially improves triangulation quality at a moderate performance cost.meshopt_buildMeshlets
interface has changed to allow for almost arbitrary meshlet vertex/triangle limits by outputting three separate arrays of meshlet data instead of one; the resulting layout is also more compact and is often more GPU-friendly.meshopt_buildMeshlets
now implements a new, more expensive algorithm that generates meshlets that are optimized for a balance of vertex reuse, spatial coherency and cone culling efficiency, controlled with an extracone_weight
parameter. The old linear-time algorithm is still available asmeshopt_buildMeshletsScan
.- Implement a new algorithm,
meshopt_generateTessellationIndexBuffer
, that can be used to generate a special index buffer that, together with hardware tessellation stage, can efficiently implement crack-free PN-AEN tessellation for arbitrary meshes. - Optimize Wasm SIMD variant of
meshopt_decodeVertexBuffer
, making it ~5% faster - Fix SIMD decoder filters (
meshopt_decodeFilter*
) when vertex count wasn't aligned by 4 - Fix undefined behavior when decoding some invalid compressed index buffers with
meshopt_decodeIndexBuffer
gltfpack improvements
- Implement support for KHR_materials_variants
- Implement support for recent versions of PBR-next extensions, including KHR_materials_volume and KHR_materials_specular
- Fix issues with running texture compression tools (toktx, basisu) in various environments
- Fix support for older versions of Node.js
- Fix processing for some scenes with clearcoat materials that didn't have a diffuse texture
- Fix handling of absolute paths in Node.js builds
- Fix processing for scenes with KHR_texture_transform extension when quantization is disabled
Assets 5
v0.15
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This release focuses on gltfpack improvements and also features small improvements to simplifier to improve quality for some edge cases.
gltfpack highlights
gltfpack improves support for instanced meshes substantially in this release. While previously all instances of the same mesh would be merged together unconditionally which could result in large file sizes and/or memory consumption, by default the instances are kept as is now; -mm
can be used to merge the geometry of the instances together, or alternatively -mi
can be used to encode the instance data using EXT_mesh_gpu_instancing
which, given a compatible loader, can significantly reduce the transmission size and improve loading and rendering performance.
To improve support for large scenes even further, gltfpack is now much more memory efficient, requiring ~40% less memory for processing on average.
The extension that's used by gltfpack to compress geometry, animation and instance data, is now part of glTF and is called EXT_meshopt_compression
; gltfpack was changed accordingly to output compressed files conforming the up-to-date specification. This requires loaders to update to the new extension; https://github.com/zeux/meshoptimizer/tree/master/js contains plugins for three.js and Babylon.js and work is underway to integrate these directly upstream.
For texture compression, gltfpack is switching to toktx
from KTX-Software; this enables support for super-compressed UASTC textures and support for texture scaling during encoding (via -ts
option) which can further reduce the file size. Additionally when using toktx
, gltfpack now pads the textures to a multiple of 4 to ensure compatibility with WebGL, and can optionally (via -tp
option) pad to a power of 2 for older browsers. basisu
command-line tool is still supported for now and automatically used if toktx
is not available.
Finally, gltfpack is now available as a JS library in addition to having command-line executables; the library uses a filesystem-like interface. Please refer to gltf/library.js
for documentation on the two exposed functions.
gltfpack improvements
- Improve support for scenes with many instances of the same mesh;
-mm
is now required to merge these instances together - Implement support for
EXT_mesh_gpu_instancing
via-mi
command line option -km
can now be used to keep unused materials-ke
now keepsextras
on nodes in addition to materials- Improve memory consumption when packing large scenes by 40% on average
- node.js version of gltfpack now supports texture compression if
basisu
ortoktx
are available - Update KTX2 support to track latest KTX2 specification, including DFD changes for ETC1S/UASTC
- Implement support for various PBR.Next extensions including
KHR_materials_transmission
,KHR_materials_ior
,KHR_materials_specular
andKHR_materials_sheen
- Implement support for
toktx
when compressing textures - Implement support for
-ts
that can be used to rescale textures to reduce transmission and memory size - Instead of using 1-255 range for texture quality,
-tq
now accepts a level from 1 to 10, which is tuned to balance compression ratio vs quality for both ETC1S and UASTC - Fix processing for files with unused texture coordinate 0
- Implement support for
-tp
that can be used to rescale images to power-of-two when using texture compression - Remove command line option
-tb
in favor of-tc
; the latter usesKHR_texture_basisu
which should be more widely supported - Remove command line option
-te
; textures are now automatically embedded into.glb
files - Implement JSON report via
-r
option which contains various stats about the resulting glTF scene - Fix texture embedding for images with spaces in the URI
- Fix issues with non-uniform and negative mesh scale
- Implement support for multiple scenes; all scenes are now preserved along with their own node hierarchy
- Implement support for higher bitrate colors via
-vc
option - Fix animation range in some cases, in particular starting time is now preserved when it's not 0, and ending time is preserved when animation doesn't have motion
Miscellaneous improvements
- Improve
meshopt_simplify
edge analysis to track edge loops more carefully; this fixes simplification for some cases where an open border would previously get collapsed incorrectly - Fix a few issues with CMake configuration when meshoptimizer is used as a dependent library
- Fix compilation for old Apple Clang versions
- Reduce size of
meshopt_decoder.js
by 40% before gzip and 5% after gzip meshopt_decoder.js
now has an ES6-friendly variant,meshopt_decoder.module.js
, that can be imported.