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Merge pull request #7 from louquillio/add-readme.md-toc
Add readme.md toc
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README.md
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README.md
@ -16,13 +16,33 @@ Draco is released as C++ source code that can be used to compress 3D graphics as
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Note: This is not an official Google product.
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**Contents**
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* [Building](#building)
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* [CMake Basics](#cmake-basics)
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* [Mac OS X](#mac-os-x)
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* [Windows](#windows)
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* [CMake Makefiles: Debugging and Optimization](#cmake-makefiles-debugging-and-optimization)
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* [Android Studio Project Integration](#android-studio-project-integration)
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* [Usage](#usage)
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* [Command Line Applications](#command-line-applications)
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* [Encoding Tool](#encoding-tool)
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* [Encoding Point Clouds](#encoding-point-clouds)
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* [Decoding Tool](#decoding-tool)
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* [C++ Decoder API](#c-decoder-api)
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* [Javascript Decoder](#javascript-decoder)
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* [Javascript Decoder Performance](#javascript-decoder-performance)
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* [three.js Renderer Example](#threejs-renderer-example)
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* [Support](#support)
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* [License](#license)
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* [References](#references)
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Building
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========
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For all the platforms first you need to generate the project files, then you
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need to compile the examples.
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CMake Basics
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------------
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@ -100,7 +120,6 @@ And your standard debug build will be produced using:
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cmake . -DCMAKE_BUILD_TYPE=debug
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~~~~~
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Android Studio Project Integration
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----------------------------------
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@ -139,7 +158,7 @@ minimum SDK version of 18 or higher. To add Draco to your project:
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Usage
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======
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Command line Applications
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Command Line Applications
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------------------------
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The default target create from the build files will be the draco_encoder and
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@ -147,7 +166,6 @@ draco_decoder command line applications. For both applications if you run them
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without any arguments or `-h`, the applications will output the usage and
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options.
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Encoding Tool
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-------------
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@ -199,7 +217,6 @@ input might not produce compression that is representative of other point
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clouds. Specifically, one can expect much better compression rates for larger
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and denser point clouds.
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Decoding Tool
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-------------
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@ -253,7 +270,6 @@ destroy(buffer);
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Please see `javascript/emscripten/draco_web.idl` for the full API.
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Javascript Decoder Performance
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------------------------------
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@ -263,16 +279,13 @@ Pre-allocating the memory sees about a 2x decoder speed improvement. If you
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know all of your project's memory requirements you can turn on static memory
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by changing `Makefile.emcc` and running `make -f Makefile.emcc`.
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three.js renderer example
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three.js Renderer Example
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-------------------------
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Here's an [example] of a geometric compressed with Draco loaded via a Javascript decoder using the three.js renderer.
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Please see the `javascript/example/README` file for more information.
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Support
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=======
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@ -280,7 +293,7 @@ For questions/comments please email <draco-3d-discuss@googlegroups.com>
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If you have found an error in this library, please file an issue at <https://github.com/google/draco/issues>
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Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See CONTRIBUTING for more detail.
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Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See [CONTRIBUTING] for more detail.
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License
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=======
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@ -296,5 +309,6 @@ References
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[meshes]: https://en.wikipedia.org/wiki/Polygon_mesh
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[point clouds]: https://en.wikipedia.org/wiki/Point_cloud
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[Bunny]: https://graphics.stanford.edu/data/3Dscanrep/
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[CONTRIBUTING]: https://raw.githubusercontent.com/google/draco/master/CONTRIBUTING
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Bunny model from Stanford's graphic department <https://graphics.stanford.edu/data/3Dscanrep/>
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