From 482af1e33ec455010c534c4b464067ef24594949 Mon Sep 17 00:00:00 2001 From: jbrettle Date: Mon, 9 Jan 2017 16:19:17 -0800 Subject: [PATCH] removeOldReadMe --- README | 212 --------------------------------------------------------- 1 file changed, 212 deletions(-) delete mode 100644 README diff --git a/README b/README deleted file mode 100644 index e471ac9..0000000 --- a/README +++ /dev/null @@ -1,212 +0,0 @@ -Description: -============ -Draco is used to compress and decompress 3d geometry data and point clouds. -Draco was designed and built for compression efficiency and speed. The code -supports compressing points, connectivity information, texture coordinates, -color information, normals, and any other generic attributes associated with -geometry. - - -Draco is released as C++ source code that can compress and decompress 3d -geometry data and point clouds. The package also contains Javascript decoders -for the encoded data. - - -Note: This is not an official Google product. - - - - -Building: -========= -For all the platforms first you need to generate the project files, then you -need to compile the examples. - - -CMake Basics ------------- - -To generate project/make files for the default toolchain on your system simply -run cmake in the root of the Draco repo: - -$ cmake . - -On Windows the above command will produce Visual Studio project files for the -newest Visual Studio detected on the system. On Mac OS X and Linux systems, the -above command will produce a makefile. - -To control what types of projects are generated the -G parameter is added to the -cmake command line. This argument must be followed by the name of a generator. -Running cmake with the --help argument will list the available generators for -your system. - -On Mac OS X you would run the following command to generate Xcode projects: - -$ cmake . -G Xcode - -On a Windows box you would run the following command to generate Visual Studio -2015 projects: - -$ cmake . -G "Visual Studio 14 2015" - -To generate 64-bit Windows Visual Studio 2015 projects: - -$ cmake . "Visual Studio 14 2015 Win64" - - -CMake Makefiles: Debugging and Optimization -------------------------------------------- -Unlike Visual Studio and Xcode projects, the build configuration for make builds -is controlled when you run cmake. The following examples demonstrate various -build configurations. - -Omitting the build type produces makefiles that use build flags containing -neither optimization nor debug flags: -$ cmake . - -A makefile using release (optimized) flags is produced like this: -$ cmake . -DCMAKE_BUILD_TYPE=release - -A release build with debug info can be produced as well: -$ cmake . -DCMAKE_BUILD_TYPE=relwithdebinfo - -And your standard debug build will be produced using: -$ cmake . -DCMAKE_BUILD_TYPE=debug - - - -Android Studio Project Integration ----------------------------------- -To include Draco in an existing or new Android Studio project it simply needs -to be referenced from the cmake file of an existing native project that has a -minimum SDK version of 18 or higher. To add Draco to your project: - -1) Add the following somewhere within the CMakeLists.txt for your project before - the add_library() for your project's native-lib: - -# Note "/path/to/draco" must be changed to the path where you have cloned the -# Draco sources. -add_subdirectory(/path/to/draco - ${CMAKE_BINARY_DIR}/draco_build) -include_directories("${CMAKE_BINARY_DIR}" /path/to/draco) - -2) Add the library target "draco" to the target_link_libraries() call for your - project's native-lib. The target_link_libraries() call for an empty activity - native project looks like this after the addition of Draco: - -target_link_libraries( # Specifies the target library. - native-lib - - # Tells cmake this build depends on libdraco. - draco - - # Links the target library to the log library - # included in the NDK. - ${log-lib} ) - - -Examples: -========= -Command line applications: --------------------------- -The default target create from the build files will be the draco_encoder and -draco_decoder command line applications. For both applications if you run them -without any arguments or "-h", the applications will output the usage and -options. - - -Encoding Tool: --------------- -draco_encoder will read OBJ or PLY files as input and output Draco encoded -files. We have included the bunny[1] mesh for testing. The basic command line -looks like this: -$ ./draco_encoder -i testdata/bun_zipper.ply -o out.drc - -A value of 0 for the quantization parameters will not perform any quantization -on the specified attribute. Any value other than 0 will quantize the input -values for the specified attribute to that number of bits. -E.g. ./draco_encoder -i testdata/bun_zipper.ply -o out.drc -qp 14 will quantize -the positions to 14 bits (default for the position coordinates). - -In general the more you quantize your attributes the better compression rate -you will get. It is up to your project on how much deviation it will tolerate. -In general most projects can set quantizations values of about 14 without any -noticeable difference in quality. - -The compression level parameter turns on/off different compression features. -In general the highest setting, 10, will have the worst compression ratio but -best decompression speed. And 0 will have the best compression ratio, but worst -decompression speed. - - -Encoding Point Clouds: ----------------------- -You can encode point cloud data with draco_encoder by specifying the -point_cloud parameter. If you specify the point_cloud parameter with a mesh -input file, draco_encoder will ignore the connectivity data and encode the -positions from the mesh file. E.g.: -$ ./draco_encoder -point_cloud -i testdata/bun_zipper.ply -o out.drc - -This command line will encode the mesh input as a point cloud, even though the -input might not produce compression that is representative of other point -clouds. Specifically, one can expect much better compression rates for larger -and denser point clouds. - - -Decoding Tool: --------------- -draco_decoder will read Draco files as input and output OBJ or PLY files. The -basic command line looks like this: -$ ./draco_decoder -i in.drc -o out.obj - - -Javascript Decoder: -------------------- -The Javascript decoder is located in "javascript/draco_decoder.js". The -Javascript decoder can currently only decode mesh geometry. In order to use the -decoder you must create DecoderBuffer and WebIDLWrapper objects. Set the encoded -data in the DecoderBuffer. Then call DecodeMeshFromBuffer(), which will -return a Mesh object. E.g. - - -var buffer = new Module.DecoderBuffer(); -buffer.Init(encFileData, encFileData.length); - - -var wrapper = new WebIDLWrapper(); -var outputMesh = wrapper.DecodeMeshFromBuffer(buffer); - - -destroy(outputMesh); -destroy(wrapper); -destroy(buffer); - - -Please see "javascript/emscripten/draco_web.idl" for the full API. - - -Javascript Decoder Performance: -------------------------------- -The Javascript decoder is built with dynamic memory. This will let the decoder -work with all of the compressed data. But this option is not the fastest. -Pre-allocating the memory sees about a 2x decoder speed improvement. If you -know all of your project's memory requirements you can turn on static memory -by changing Makefile.emcc and running "make -f Makefile.emcc". - - - - -three.js renderer example: --------------------------- -Please see the "javascript/example/README" file for more information. - - - - -Support: -======== -For questions/comments please email draco-3d-discuss@googlegroups.com - -[1] Bunny model from Stanford's graphic department. https://graphics.stanford.edu/data/3Dscanrep/ - -