tinygltf
meshoptimizer
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tinygltf | meshoptimizer | |
---|---|---|
8 | 12 | |
1,882 | 4,969 | |
- | - | |
7.9 | 9.0 | |
about 1 month ago | 6 days ago | |
C++ | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
tinygltf
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gLTF Tangent space normals with DirectX 11
Hey. I am trying to adopt gLTF 2.0 in my "engine". I am using tinyGLTF library. I have troubles with reconstruction of tangent normals. When I try to convert sampled normal vNt from normal map into world space by multiplying by TBN matrix I get a wrong result:
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Can USDZ, glTF and GLB files contain a virus?
Here's an example of a recently patched remote code execution vulnerability in a library that parses gltf: https://github.com/syoyo/tinygltf/issues/368
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Redefinition of ... previously defined despite using #pragma once
I'm playing around with my own OpenGL rendering engine and I'm encountering an error when trying to include the tiny_gltf.h library found here. Every definition in the tiny_gltf.h header is throwing an error similar to the following:
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Where, online, can I download the .tar.gz file for tinygltf?
I searched for tinygltf in Google and found https://github.com/syoyo/tinygltf. I'm on mobile and didn't see the download link, but I switched the browser to desktop mode and there the green Code button is visible. And uf you click on it, you see the Download Zip link.
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Want to draw outlines on mesh using Geometry Shader, can't get mesh to render anything when using triangles_adjacency
If so, what if I'm using tiny_gltf, I don't get vectors of vertices so I can't sort them different. As far as I know.
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Good entry-level model format with animation
Or, alternatively https://github.com/syoyo/tinygltf
- Any opensource lib for loading gitf files? Something lightweight if possible
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Is there a simple and reliable static object loader out there?
If you want a file format that is much more featureful and much more shippable, look at https://github.com/syoyo/tinygltf
meshoptimizer
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Nanite-like LODs experiments
1) I used meshoptimizer to simplify meshes and building meshlets. But to combine these meshlets (for more efficient simplifying) I built a graph with weights and partition it. In this weight some metrics are included: the shared border length of a pair of meshlets, their facing direction and other similar metrics. The next step is to simplify these groups of meshlets (fixate borders for each of them and simplify meshlets within the group). So, you can make dependencies of newly generated meshlets on the initial ones.
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Will the same texture used in many gltfs be duplicated in memory?
Here are some amazing tools for compressing GLTFs: https://github.com/zeux/meshoptimizer/blob/master/gltf/README.md
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Maximum size of scene or a project in THREE.JS
I've also had good results with this tool: https://github.com/zeux/meshoptimizer/blob/master/gltf/README.md and kt2tdecoder + meshopt_decoder
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[Part 7] Update of my Vulkan renderer: LODs, Multiple different meshes, Memory Allocator, Render architecture and more
Implemented Mesh LOD system. LOD selection is done completely on GPU. I generate LODs using meshoptimizer.
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Given a mesh without indices, how I generate indices for that mesh and remove the duplicate vertices?
Maybe Meshoptimizer can be useful?
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[Part 4] Update of my Vulkan toy renderer: Mesh Shader Pipeline, Reversed-Z Depth Buffer, SPIRV-Reflect and many more
Added NVidia mesh shader pipeline support, with old pipeline still supported on top. Meshlets are generated using meshoptimizer.
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Algoritm to simplify geometric data similar to texture bitmapping
I've used the "Simplification" operation of meshoptimizer to simplify 3D model geometry: https://github.com/zeux/meshoptimizer
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help implementing LOD edge collapse algorithm
I call meshopt_simplify(). It uses a quadric error metric based mesh simplification of some sort. I haven't really looked into the details of how it works, but the code (with some comments referencing papers) can be found here: https://github.com/zeux/meshoptimizer/blob/master/src/simplifier.cpp
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what is the size of a mesh vertex
hi! i am building a game engine with c and raylib and i want to use this library for optimizing meshes : https://github.com/zeux/meshoptimizer
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Fast mesh decimation?
Have you considered this? https://github.com/zeux/meshoptimizer
What are some alternatives?
cgltf - :diamond_shape_with_a_dot_inside: Single-file glTF 2.0 loader and writer written in C99
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
3DWorld - 3D Procedural Game Engine Using OpenGL
CGal - The public CGAL repository, see the README below
yocto-gl - Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
meshlab - The open source mesh processing system
OpenGL-4-Shading-Language-Cookbook-Third-Edition - OpenGL 4 Shading Language Cookbook - Third Edition, published by Packt
Open3D - Open3D: A Modern Library for 3D Data Processing
WickedEngine - 3D engine with modern graphics
PhysicsFS - PhysFS++ is a C++ wrapper for the PhysicsFS library.
single_file_libs - List of single-file C/C++ libraries.
draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.