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meshoptimizer works with "graphics ready" meshes, which basically implies the existence of a vertex buffer and a single index buffer. For formats that specify the data in some other way you typically need to build an unindexed mesh and then reindex it, see https://meshoptimizer.org/#indexing. You can see examples of doing so in this repository, such as https://github.com/zeux/meshoptimizer/blob/master/demo/main.cpp#L68-L145

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