JCPalmer Posted February 21, 2018 Share Posted February 21, 2018 I think I have enough to do a small update to the Blender exporters. Am thinking about dropping a couple of kind of obsolete features. Both of these are used in the very "involved" loop of reading a meshes geometry. Pulling these out would simplify this area. They are gone for sure in the source code generator, but input with regard to the JSON generator would be good. Remove the checking for, and splitting up of meshes with more than 64k vertices. This seems like an option which is becoming irrelevant. The code complexity involved actually spills into the caller too. Flat shading both for the mesh and the entire scene. It seems this can be replaced with SplitEdges modifier. This causes exports of fewer vertices. It is documented. Using as many features that Blender already has sounds advisable. As far as new stuff: Separate scene level control of # of decimals of scalable (positions) & non-scalable(everything else) geometry. Currently 4 decimals for all, but do you really need 4 decimals if your model is scaled in inches (micro-inches)? Hundredths of inches are probably not even going to be visible with an extremely close camera. 9999 possibilities in each dimension for a normal seems like overkill. My calculation blew out with 99993. Default for each would still be 4. ES3 / ES6 switch for source code generation. Better checking for un-applied transforms when using an armature. Thoughts? Quote Link to comment Share on other sites More sharing options...
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