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Chris_F

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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Typically you really need 32-bit for positions. However 16-bit should be plenty for normals and texture coordinates.

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