Closed rarest closed 8 months ago
Assuming you're decompressing the buffer views per sample in the description here https://github.com/jkuhlmann/cgltf/pull/129 you just need to pass the data to the GPU as uint16, for example when using GLES3 you'd use glVertexAttribPointer(index, 3, GL_UNSIGNED_SHORT, false, 8, ptr);
for position (make sure to get stride from the attributes though, it's the same process really as any other glTF file - the only difference is the type of components is not GL_FLOAT). This is not specific to EXT_meshopt_compression and is required for any use of KHR_mesh_quantization.
I understand now, I'll give it a try. If I have any questions, I'll ask you for further guidance. Thank you for your patient response, it's a great project! 👍🏻👍🏻