feat: LOD 网格分级——meshopt 解析期简化 + 按距离/级联选级
vendored meshoptimizer 1.2(submodule 环境故障改直接 vendor)。Mesh 多 LOD:各级索引连续拼进同一 index buffer(共享顶点,LodRange 区间 选择),解析期 meshopt_simplify 生成链(LOD0=原始,每级目标减半, 相对误差 1e-2,小网格复用上级);都在 worker 线程,加载零额外卡顿。 SceneRenderer 按 (mesh, LOD) 聚合 batch(lookup key = 指针<<8|lod): 主视图按屏占比近似 radius/dist 选级(阈值 10/20 倍半径);阴影级联 按级联序降级(越远越简)。Draw 按 batch.lod 选索引区间。 A/B 对比(100 背包 10×10,RTX 5060 Laptop,vsync off): - 纯背包:LOD 开 93-95 fps / 关 90-107 fps —— 无显著差异 - 加 SunTemple:LOD 开 52-56 / 关 51-55 —— 无显著差异 结论:当前场景瓶颈不在顶点数(5060 顶点吞吐富余),LOD 基础设施 保留(几何复杂资产/低端 GPU/更大场景生效),帧率问题转向 Tracy GPU 时间线定位真实瓶颈。 坑:LodRange 记录"LOD 不足复用最后一级"时 first 不得继续累加 (buffer 无重复数据,累加必越界——VUID-08798 抓的)。
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// This file is part of meshoptimizer library and is distributed under the terms of MIT License.
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// Copyright (C) 2016-2026, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)
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export const MeshoptDecoder: {
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supported: boolean;
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ready: Promise<void>;
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decodeVertexBuffer: (target: Uint8Array, count: number, size: number, source: Uint8Array, filter?: string) => void;
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decodeIndexBuffer: (target: Uint8Array, count: number, size: number, source: Uint8Array) => void;
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decodeIndexSequence: (target: Uint8Array, count: number, size: number, source: Uint8Array) => void;
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decodeGltfBuffer: (target: Uint8Array, count: number, size: number, source: Uint8Array, mode: string, filter?: string) => void;
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useWorkers: (count: number) => void;
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decodeGltfBufferAsync: (count: number, size: number, source: Uint8Array, mode: string, filter?: string) => Promise<Uint8Array>;
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};
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