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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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