Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


3D model compression, loading, and unified indices


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
No replies to this topic

#1 pondwater   Members   -  Reputation: 191

Like
0Likes
Like

Posted 26 June 2012 - 02:32 PM

Im curious what most people do in terms of storing and reading triangle face indices.

Before thinking about compression I used to store files with non-unified indices (like .obj). This would reduce (uncompressed) file size as there were no duplicates (in terms of whole vertices/normals/texcoords) being stored. However when building unified vectors for OpenGL VBO's, I would not check for duplicates and end up with a bloated and inefficient buffer sizes.

Checking for these duplicates at run time seems wasteful to me so then when exporting to my run-time format I now check for duplicates and store everything in unified indices. This bloated the file a little but reading them in was fast, trivial and more efficient in terms of VBO size.

Now today I saw the recent article http://www.gamedev.net/topic/626987-3d-file-efficiency/ and realized I should start exploring some sort of file compression scheme.

So my question is: before I send my model data into some sort of compression algorithm should I unify my indices and check for duplicates or leave them as is and let the decompression deal with duplicate values/unifying the indices.

Thanks for any input!

Sponsor:



Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS