fix(model): load lafabrik glb
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@@ -84,11 +84,11 @@ This matters for `lafabrik`: adding `public/models/lafabrik-LOD/` is not enough
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To add LOD support for a model:
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1. Add the light model in `public/models/<name>-LOD/model.gltf`.
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2. Keep the regular model in `public/models/<name>/model.gltf`.
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2. Keep the regular model in `public/models/<name>/model.glb` or `public/models/<name>/model.gltf`.
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3. Add the mapping in `src/data/world/mapLodConfig.ts`.
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4. If the model uses a dedicated component, call `useMapLodModelPath()` in that component.
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5. Preload both paths when the component is dedicated and uses `useGLTF.preload()`.
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6. Verify the GLTF references: buffers, textures, opacity maps, and relative paths.
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6. Verify the GLTF/GLB references: buffers, textures, opacity maps, and relative paths.
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## Current LOD Models
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@@ -14,12 +14,12 @@ This document tracks the current map-rendering performance pass.
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The first performance bottleneck was draw calls. Some assets were exported as many small GLTF primitives even when they used only a few materials.
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| Model | Instances | Meshes / primitives | Notes |
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| ---------------- | --------: | ------------------: | ---------------------------------------------------------------- |
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| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
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| `lafabrik` | 4 | 56 | Moderate draw calls, heavy 2048 texture set. |
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| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
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| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
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| Model | Instances | Meshes / primitives | Notes |
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| ---------------- | --------: | ------------------: | ------------------------------------------------------------------------------------ |
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| `generateur` | 3 | 3152 | Worst draw-call offender. Needs asset-side mesh merging. |
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| `lafabrik` | 4 | 474 | High primitive count; current HD GLB has embedded geometry and no external textures. |
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| `ecole` | 1 | 107 | One material but many primitives; should be merged. |
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| `fermeverticale` | 3 | 1 | Geometry is fine; textures are large for the visible complexity. |
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`generateur` was especially expensive because three visible instances could multiply thousands of primitives into thousands of draw calls. Instancing reduces repeated instance cost, but the source asset still needs a cleaner export.
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@@ -34,7 +34,7 @@ Estimated source primitive count versus runtime merged groups:
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| `generateur` | 3152 | 8 |
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| `ecole` | 107 | 2 |
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| `eolienne` | 118 | 8 |
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| `lafabrik` | 56 | 14 |
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| `lafabrik` | 474 | ~77 |
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This is a code-side safety net, not a replacement for clean asset exports. Clean GLB exports with merged meshes and fewer textures remain the preferred long-term path.
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@@ -255,7 +255,7 @@ Design/export should prioritize:
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1. Produce lower-poly `buisson`, `arbre`, `sapin`, and crop assets.
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2. Add LOD or billboard variants for far vegetation.
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3. Merge `generateur` meshes from 3152 primitives to a small number of material groups.
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4. Reduce `lafabrik` texture count and downscale flat/low-detail maps.
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4. Keep `lafabrik` exports texture-light, and merge repeated material primitives where possible.
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5. Merge `ecole` primitives because it uses a single material.
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6. Prefer runtime `.glb` or compressed runtime textures when the pipeline supports it.
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