VertexCountMethod

Various methods of estimating a vertex count. For some background on why multiple definitions of a vertex count should exist, see Vertex Count Higher in Engine than in 3D Software. Totals for a Scene, Node, or Mesh will not necessarily match the sum of the totals for each Primitive. Choose the appropriate method for a relevant total or estimate:

Many rendering features, such as volumetric transmission, may lead to additional passes over some or all vertices. These tradeoffs are implementation-dependent, and not considered here.

Members

RENDER: import("/Users/donmccurdy/Documents/Projects/glTF-Transform/packages/functions/src/get-vertex-count").VertexCountMethod.RENDER

Expected number of vertices processed by the vertex shader for one render pass, without considering the vertex cache.

RENDER_CACHED: import("/Users/donmccurdy/Documents/Projects/glTF-Transform/packages/functions/src/get-vertex-count").VertexCountMethod.RENDER_CACHED

Expected number of vertices processed by the vertex shader for one render pass, assuming an Average Transform to Vertex Ratio (ATVR) of 1. Approaching this result requires optimizing for locality of vertex references (see reorder).

References:

UNUSED: import("/Users/donmccurdy/Documents/Projects/glTF-Transform/packages/functions/src/get-vertex-count").VertexCountMethod.UNUSED

Number of vertex positions never used by any Primitive. If all vertices are unused, this total will match UPLOAD.

UPLOAD: import("/Users/donmccurdy/Documents/Projects/glTF-Transform/packages/functions/src/get-vertex-count").VertexCountMethod.UPLOAD

Expected number of vertices uploaded to the GPU, assuming that a client uploads each unique Accessor only once. Unless glTF vertex attributes are pre-processed to a known buffer layout, and the client is optimized for that buffer layout, this total will be optimistic.

UPLOAD_NAIVE: import("/Users/donmccurdy/Documents/Projects/glTF-Transform/packages/functions/src/get-vertex-count").VertexCountMethod.UPLOAD_NAIVE

Expected number of vertices uploaded to the GPU, assuming that a client uploads each unique Primitive individually, duplicating vertex attribute Accessors shared by multiple primitives, but never uploading the same Mesh or Primitive to GPU memory more than once.

Function symbol, where the argument and output are a box labeled 'glTF'.

Made by Don McCurdy. Documentation built with greendoc and published under Creative Commons Attribution 3.0.