Basic Meshlet Compression
Mesh shaders have become increasingly popular over the last few years with UE5’s Nanite, and games like Alan Wake II. With that popularity came a wave of articles discussing how to write basic mesh shaders, and the pros and cons of different vertex and triangle limits. Those are all great, but I noticed there aren’t that many sources discussing how you might compress meshlet vertex and triangle data. The sources that do discuss the compression often gloss over details, whether it’s implementation details, how likely people are to notice the quantization, runtime performance, or discussion of alternative methods....