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Mirgatroid

Vertex Compression scheme?

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I know yann is using a compression scheme in his engine, and i would like to know if you are using something well known or something you pulled out of your as....errr...thin air. I would like an algorithm that could be decompressed on the hardware in a vertex shader or the sort thank ya''ll

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Dean Calver covers most possible compression schemes in his artice in ShaderX for DX8 hardware.

Hope this helps,
- Wolf

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