godot/modules/fbx/data
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
..
fbx_anim_container.h
fbx_bone.cpp
fbx_bone.h
fbx_material.cpp
fbx_material.h
fbx_mesh_data.cpp Octahedral Normal/Tangent Compression 2021-07-30 10:29:09 -04:00
fbx_mesh_data.h
fbx_node.h
fbx_skeleton.cpp
fbx_skeleton.h
import_state.h
model_abstraction.h
pivot_transform.cpp
pivot_transform.h