From a08aea562ea011364fa871bda05edcda1f1103dc Mon Sep 17 00:00:00 2001 From: Arseny Kapoulkine Date: Fri, 5 Jul 2024 10:25:25 -0700 Subject: [PATCH] Update README.md Remove extraneous sentence. --- README.md | 2 -- 1 file changed, 2 deletions(-) diff --git a/README.md b/README.md index 6814e984..0c65c247 100644 --- a/README.md +++ b/README.md @@ -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)); ```