There are several things that might make sense to do. I'll throw these together
in a single bug to keep things simple.
* Use progress events to incrementally draw partially downloaded meshes
* bounding boxes
* vertices without indices as points
* vertices with indices as triangles
* Split attributes into multiple streams and refine
* Pass #1, highly-quantized Delta + ZigZag (as usual)
* Pass #2+, refinement passes (like morph animation)
* Do LODs with indices (also helps for rendering)
* Discrete or continuous LOD? Continuous might be cooler, but has questionable value. Discrete is simpler, and allows for better vertex optimizations
* Generate new vertices or use existing vertices? New vertices are better quality (especially for textures), but existing vertices are more compact, and possibly simpler.
* How to encode updates? How to update VBOs?
Original issue reported on code.google.com by wonchun on 17 Sep 2011 at 12:28
Original issue reported on code.google.com by
wonchun
on 17 Sep 2011 at 12:28