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Add processed assets and improve browser rendering and runtime support #4040
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...b/handmade/function-meshoptimizer-meshopt_decode_indices-0xc16e60c000f53bf4.rst
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| Decode exactly ``count`` triangle-list indices into ``output`` and return true on success. ``count`` must be divisible by three; invalid codec data returns false and clears ``output``. |
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.../handmade/function-meshoptimizer-meshopt_decode_vertices-0x25019ef686d88461.rst
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| Decode ``count`` packed vertex records of ``stride`` bytes into ``output`` and return true on success. Invalid codec data returns false and clears ``output``; invalid stride, oversized output, or aliasing ``encoded`` raises an error. |
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...b/handmade/function-meshoptimizer-meshopt_encode_indices-0xcebc111796f37b7c.rst
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| Encode triangle-list ``indices`` with the meshoptimizer index codec and resize ``output`` to the encoded byte count. Every index must be less than the supplied vertex ``count``. Triangle order and winding are preserved, but the three indices within each triangle may be cyclically rotated. |
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.../handmade/function-meshoptimizer-meshopt_encode_vertices-0xe1ad9380a82a899d.rst
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| Encode packed vertex records into the meshoptimizer vertex codec and resize ``output`` to the encoded byte count. ``stride`` must be nonzero, 4-byte aligned, at most 256 bytes, and divide the input size; ``output`` must not alias ``vertices``. |
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...b/handmade/function-meshoptimizer-meshopt_generate_remap-0xdbd2de7ee479a3c2.rst
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| Build a vertex remap table from triangle-list ``indices`` and packed ``vertices``, returning the number of unique vertices. ``stride`` must be nonzero, 4-byte aligned, at most 256 bytes, and divide the vertex byte count; every index must be in range, and ``remap`` must not alias ``indices``. |
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...b/handmade/function-meshoptimizer-meshopt_optimize_cache-0x9f5637f748a14874.rst
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| Reorder triangle-list ``indices`` in place to improve post-transform vertex-cache locality while preserving each triangle's orientation. Every index must be less than ``count``. |
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...b/handmade/function-meshoptimizer-meshopt_optimize_fetch-0xcd80344cb34f875f.rst
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| Reorder ``indices`` and packed ``vertices`` in place for sequential vertex fetch, discard unreferenced vertices, and return the resulting vertex count. The vertex stride and all triangle-list indices are validated before either array is modified. |
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...ib/handmade/function-meshoptimizer-meshopt_remap_indices-0x69706c78732a40b2.rst
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| Apply a vertex remap table to triangle-list ``indices`` and resize ``output`` to the index count. Every input index must address the remap table, and ``output`` must not alias ``remap``. |
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...b/handmade/function-meshoptimizer-meshopt_remap_vertices-0xe33b3a97b651e4e8.rst
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| Apply ``remap`` to packed ``vertices`` and resize ``output`` to ``count * stride`` bytes. The remap table must contain one entry per input vertex, each entry must be less than ``count`` or the unused value ``0xffffffff``, and ``output`` must not alias ``vertices``. |
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...ce/stdlib/handmade/function-stbimage-stb_compress_blocks-0xcc27189d5d081eae.rst
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| Compress one tightly packed RGBA8 image into GPU texture blocks, replicating edge pixels when a dimension is not divisible by four. ``format`` selects BC1 (0), BC3 (1), BC4 from red (2), or BC5 from red and green (3); dimensions must be 1 through 32768, ``pixels`` must contain exactly ``width * height * 4`` bytes, and ``output`` must not alias ``pixels``. |
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| Backend-neutral glTF preprocessing that packs and optionally encodes geometry, compresses textures, and persists validated monolithic or split-file assets. |
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| Checked array bindings for meshoptimizer 1.2 vertex remapping, vertex-cache and vertex-fetch optimization, and vertex and index buffer codecs. The API accepts triangle-list ``uint`` indices and packed vertex bytes with a nonzero, 4-byte-aligned stride of at most 256 bytes. |
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| Portable BC1, BC3, BC4, and BC5 texture compression with complete mip chains, deterministic cache keys, serialized validation, and RGBA8 decoding. |
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| # dasGLTF architecture | ||
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| ## 1. Atmospheric transmittance {#atmosphere-transmittance} | ||
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| The height-density integral uses a primitive continuous at the layer top, where | ||
| constant density meets exponential falloff. Rays crossing that boundary therefore | ||
| retain continuous transmittance. | ||
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| ## 2. Directional shadow filtering {#directional-shadow-filtering} | ||
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| Directional shadow gradients are evaluated before divergent bounds checks. Shadow | ||
| coordinates reconstruct the geometric receiver plane independently of shading normals. | ||
| Filtering interpolates depth-comparison results, rather than raw depths: a 4-by-4 | ||
| nearest-sample footprint combines the weights of a 3-by-3 bilinear comparison kernel. | ||
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| ## 3. Processed vertex portability {#processed-vertex-portability} | ||
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| UV packing uses scalar float16 conversion so CPU processing does not depend on | ||
| native half-vector casts. | ||
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| ## 4. Compressed texture capability {#compressed-texture-capability} | ||
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| When the reported compressed-format list omits S3TC formats, upload checks S3TC | ||
| extension support. Its sRGB variants also require core or extension sRGB support. | ||
| Each mip dimension is block-aligned or one or two pixels; other dimensions cause | ||
| CPU decoding and uncompressed upload for the entire texture. |
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