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    Method DecimateTargetOldSchool

    DecimateTargetOldSchool(OccurrenceList, DecimateOptionsSelector, double, double, double, double, double, bool, bool, QualitySpeedTradeoff)

    reduce the polygon count by collapsing some edges to obtain a target triangle count

    Declaration
    public void DecimateTargetOldSchool(OccurrenceList occurrences, DecimateOptionsSelector TargetStrategy, double boundaryWeight = 1, double normalWeight = 1, double UVWeight = 1, double sharpNormalWeight = 1, double UVSeamWeight = 10, bool forbidUVFoldovers = true, bool protectTopology = false, QualitySpeedTradeoff qualityTradeoff = QualitySpeedTradeoff.PreferQuality)
    Parameters
    Type Name Description
    OccurrenceList occurrences

    List of occurrences to process

    DecimateOptionsSelector TargetStrategy

    Select between targetCount or ratio to define the number of triangles left after the decimation process

    double boundaryWeight

    Defines how important the edges defining the mesh boundaries (free edges) are during the decimation process, to preserve them from distortion

    double normalWeight

    Defines how important vertex normals are during the decimation process, to preserve the smoothing of the mesh from being damaged

    double UVWeight

    Defines how important UVs (texture coordinates) are during the decimation process, to preserve them from being distorted (along with the textures using the UVs)

    double sharpNormalWeight

    Defines how important sharp edges (or hard edges) are during the decimation process, to preserve them from being distorted

    double UVSeamWeight

    Defines how important UV seams (UV islands contours) are during the decimation process, to preserve them from being distorted (along with the textures using the UVs)

    bool forbidUVFoldovers

    Forbids UVs to fold over and overlap each other during the decimation

    bool protectTopology

    If False, the topology of the mesh can change and some edges can become non-manifold; but the visual quality will be better on model with complex topology

    QualitySpeedTradeoff qualityTradeoff

    For big models it is recommended to choose PreferSpeed tradeoff. In PreferSpeed mode, quadrics are computed only on position (and not on other vertex attributes)

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