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)。
24 lines
1.4 KiB
TypeScript
24 lines
1.4 KiB
TypeScript
// 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 type ExpMode = 'Separate' | 'SharedVector' | 'SharedComponent' | 'Clamped';
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export const MeshoptEncoder: {
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supported: boolean;
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ready: Promise<void>;
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reorderMesh: (indices: Uint32Array, triangles: boolean, optsize: boolean) => [Uint32Array, number];
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reorderPoints: (positions: Float32Array, positions_stride: number) => Uint32Array;
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encodeVertexBuffer: (source: Uint8Array, count: number, size: number) => Uint8Array;
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encodeVertexBufferLevel: (source: Uint8Array, count: number, size: number, level: number, version?: number) => Uint8Array;
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encodeIndexBuffer: (source: Uint8Array, count: number, size: number) => Uint8Array;
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encodeIndexSequence: (source: Uint8Array, count: number, size: number) => Uint8Array;
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encodeGltfBuffer: (source: Uint8Array, count: number, size: number, mode: string, version?: number) => Uint8Array;
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encodeFilterOct: (source: Float32Array, count: number, stride: number, bits: number) => Uint8Array;
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encodeFilterQuat: (source: Float32Array, count: number, stride: number, bits: number) => Uint8Array;
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encodeFilterExp: (source: Float32Array, count: number, stride: number, bits: number, mode?: ExpMode) => Uint8Array;
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encodeFilterColor: (source: Float32Array, count: number, stride: number, bits: number) => Uint8Array;
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};
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