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CHANGELOG.md

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Change Log

v0.3.0 - 2018-10-20

Added

  • Added support to get an array of all sub-mesh indices on a mesh.

Fixed

  • The maximum hash distance is now calculated based on the VertexLinkDistanceSqr property value instead of being hardcoded to 1.
  • Fixed an issue with the vertex hashes not using the entire integer range, but instead was using only half of it.
  • Reworked the OBJ mesh parsing.

v0.2.1 - 2018-07-05

Fixed

  • Heavily optimized the initialization and simplification process for the fast quadric mesh simplification algorithm.
  • Removed the maximum vertex count limit for over Unity 2017.3 in the Unity example.
  • Added support to specify if meshes should be combined when creating LOD levels in the Unity example.

v0.2.0 - 2018-05-12

Added

  • Feature to change the maximum iteration count for the fast quadric mesh simplification algorithm.
  • A feature (Smart Linking) to the quadric mesh simplification algorithm that attempts to solve problems where holes could appear in simplified meshes.

Deprecated

  • Linked vertices feature has been deprecated. It was very expensive and has been replaced with the new smart linking feature.

Changed

  • Protected fields of DecimationAlgorithm are now private in order to make it easier to deal with backwards-compatibility.
  • The KeepBorders property has been renamed to PreserveBorders on the DecimationAlgorithm class.
  • The Unity example project is now for Unity version 2018.1.0f2
  • The solution file is now for Visual Studio 2017.

Fixed

  • More error logging when vertex attribute array lengths don't match the vertex count.
  • Instead of always merging vertex attributes when an edge is removed, the vertex attributes are moved in cases where it would be more effective.
  • Better support for skinned meshes.

v0.1.0 - 2018-04-01

Added

  • A mesh simplification algorithm based on the Fast Quadric Mesh Simplification algorithm.
  • Support for static and skinned meshes.
  • Support for 2D, 3D and 4D UVs.