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Update README.md
Note a default suggected value for cone_weight when cone culling is used; previously various demos used 0.5, but it's somewhat aggressive when other forms of culling (esp. occlusion culling are used), so for now suggest a more conservative default.
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README.md

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@@ -419,7 +419,7 @@ size_t meshlet_count = meshopt_buildMeshlets(meshlets.data(), meshlet_vertices.d
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indices.size(), &vertices[0].x, vertices.size(), sizeof(Vertex), max_vertices, max_triangles, cone_weight);
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```
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To generate the meshlet data, `max_vertices` and `max_triangles` need to be set within limits supported by the hardware; for NVidia the values of 64 and 124 are recommended (`max_triangles` must be divisible by 4 so 124 is the value closest to official NVidia's recommended 126). `cone_weight` should be left as 0 if cluster cone culling is not used, and set to a value between 0 and 1 to balance cone culling efficiency with other forms of culling like frustum or occlusion culling.
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To generate the meshlet data, `max_vertices` and `max_triangles` need to be set within limits supported by the hardware; for NVidia the values of 64 and 124 are recommended (`max_triangles` must be divisible by 4 so 124 is the value closest to official NVidia's recommended 126). `cone_weight` should be left as 0 if cluster cone culling is not used, and set to a value between 0 and 1 to balance cone culling efficiency with other forms of culling like frustum or occlusion culling (`0.25` is a reasonable default).
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Each resulting meshlet refers to a portion of `meshlet_vertices` and `meshlet_triangles` arrays; the arrays are overallocated for the worst case so it's recommended to trim them before saving them as an asset / uploading them to the GPU:
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