demo: Adjust "not full" calculation for uniform meshlets

This might be a little misleading in the future, but uniform meshlets
can almost never reach full vertex utilization as the triangle count
should be reached first on regular meshes. So for now it would be more
useful to count meshlets that don't exhaust the triangle limit even
though this makes the metric differ between two types.
This commit is contained in:
Arseny Kapoulkine
2024-10-21 19:26:26 -07:00
parent 57532e2a45
commit df0abb710e
+1 -1
View File
@@ -992,7 +992,7 @@ void meshlets(const Mesh& mesh, bool scan = false, bool uniform = false)
avg_vertices += m.vertex_count;
avg_triangles += m.triangle_count;
not_full += m.vertex_count < max_vertices;
not_full += uniform ? m.triangle_count < max_triangles : m.vertex_count < max_vertices;
for (unsigned int j = 0; j < m.vertex_count; ++j)
if (boundary[meshlet_vertices[m.vertex_offset + j]] > 1)