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@@ -146,9 +146,29 @@ is only present if materials are saved as files.
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Compress
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Compress
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^^^^^^^^
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^^^^^^^^
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-Makes meshes compact 3D vertices to more efficient data types for rendering.
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-In few cases, this might lead to loss of precision so disabling this option
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-is allowed.
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+Makes meshes use less precise numbers for multiple aspects of the mesh in order
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+to save space.
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+
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+These are:
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+ * Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer.
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+ * Vertices : 32-bit float to 16-bit signed integer.
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+ * Normals : 32-bit float to 32-bit unsigned integer.
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+ * Tangents : 32-bit float to 32-bit unsigned integer.
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+ * Vertex Colors : 32-bit float to 32-bit unsigned integer.
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+ * UV : 32-bit float to 32-bit unsigned integer.
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+ * UV2 : 32-bit float to 32-bit unsigned integer.
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+ * Vertex weights : 32-bit float to 16-bit unsigned integer.
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+ * Armature bones : 32-bit float to 16-bit unsigned integer.
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+ * Array index : 32-bit or 16-bit unsigned integer based on how many elements there are.
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+
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+Additional info:
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+ * UV2 = The second UV channel for detail textures and baked lightmap textures.
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+ * Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertecies and normals.
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+
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+In some cases, this might lead to loss of precision so disabling this option
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+may be needed. For instance, if a mesh is very big or there are multiple meshes
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+being imported that cover a large area, compressing the import of this mesh(s)
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+may lead to gaps in geometry or vertices not being exactly where they should be.
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Meshes
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Meshes
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~~~~~~~
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~~~~~~~
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