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Post-processing |
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Post processing Steps
Real time rendering
- Improve vertex cache locality
- Convert from right-handed to left-handed space
- Limit weights affecting a single vertex
- Triangulate polygons
- Join identical vertices, optimize indexing
Vertex data
- Compute "hard" per-face normal vectors
- Compute "smooth" per-vertex normal vectors
- Compute tangents and bitangents
Scenegraph
- Collapse the scene graph, transform everything to world coordinates
- Optimize meshes & nodes for fewer drawcalls
Other
- Validate the output structure to ensure maximum stability
- Remove unrequired materials, join duplicates
- Try to correct face winding
- Split large meshes into submeshes (to overcome GPU limitations)

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