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Compressing mesh attributes

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Previously I have been using R32G32B32_FLOAT and R32G32_FLOAT formats for storing vertex attributes like position, normal and texture coordinates.

I was considering changing to formats like R16G16B16A16_FLOAT for position, R16G16B16A16_SNORM for normals and R16G16_UNORM for texture coordinates, as this reduces the size of my meshes considerably. I'm not 100% sure yet if the precision will be adequate and am interested to hear if anyone else uses similar formats.

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This topic is 2145 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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