Update README.md

Remove extraneous sentence.
This commit is contained in:
Arseny Kapoulkine
2024-07-05 10:25:25 -07:00
parent bcf9c2ff7a
commit a08aea562e
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@@ -101,8 +101,6 @@ When performing the overdraw optimization you have to specify a floating-point t
After the final triangle order has been established, we still can optimize the vertex buffer for memory efficiency. Before running the vertex shader GPU has to fetch the vertex attributes from the vertex buffer; the fetch is usually backed by a memory cache, and as such optimizing the data for the locality of memory access is important. You can do this by running this code:
To optimize the index/vertex buffers for vertex fetch efficiency, call:
```c++
meshopt_optimizeVertexFetch(vertices, indices, index_count, vertices, vertex_count, sizeof(Vertex));
```