Description
Hi,
I'm running into this problem a lot, here is an example mesh on which it occurs.
The mesh has a bunch of small items in it (the cylindrical spotlights) that are topologically separate. As a result of that, meshopt_simplify / meshopt_simplifyWithAttributes can't remove them (as documented).
This is the result of meshopt_simplify:
The total number of triangles is only slightly reduced.
So then I call meshopt_simplifySloppy, which successfully removes the spotlights. Unfortunately meshopt_simplifySloppy seems to merge vertices aggressively, resulting in pretty incorrect shading normals on the room itself. See attached pics.
What I want is some kind of simplification that can remove or merge topologically separate components, but which doesn't merge vertices on edges, and hence maintains reasonable shading normal fidelity.
Do you have any suggestions for that? Is it possible with meshoptimizer as-is, or would it need to be added?
Thanks,
Nick C.
p.s. please feel free to recategorise as a feature enhancement or discussion item.