Merge pull request #7 from louquillio/add-readme.md-toc

Add readme.md toc
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Lou Quillio 2017-01-09 15:42:17 -08:00 committed by GitHub
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@ -16,13 +16,33 @@ Draco is released as C++ source code that can be used to compress 3D graphics as
Note: This is not an official Google product.
**Contents**
* [Building](#building)
* [CMake Basics](#cmake-basics)
* [Mac OS X](#mac-os-x)
* [Windows](#windows)
* [CMake Makefiles: Debugging and Optimization](#cmake-makefiles-debugging-and-optimization)
* [Android Studio Project Integration](#android-studio-project-integration)
* [Usage](#usage)
* [Command Line Applications](#command-line-applications)
* [Encoding Tool](#encoding-tool)
* [Encoding Point Clouds](#encoding-point-clouds)
* [Decoding Tool](#decoding-tool)
* [C++ Decoder API](#c-decoder-api)
* [Javascript Decoder](#javascript-decoder)
* [Javascript Decoder Performance](#javascript-decoder-performance)
* [three.js Renderer Example](#threejs-renderer-example)
* [Support](#support)
* [License](#license)
* [References](#references)
Building
========
For all the platforms first you need to generate the project files, then you
need to compile the examples.
CMake Basics
------------
@ -100,7 +120,6 @@ And your standard debug build will be produced using:
cmake . -DCMAKE_BUILD_TYPE=debug
~~~~~
Android Studio Project Integration
----------------------------------
@ -139,7 +158,7 @@ minimum SDK version of 18 or higher. To add Draco to your project:
Usage
======
Command line Applications
Command Line Applications
------------------------
The default target create from the build files will be the draco_encoder and
@ -147,7 +166,6 @@ 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
-------------
@ -199,7 +217,6 @@ 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
-------------
@ -253,7 +270,6 @@ destroy(buffer);
Please see `javascript/emscripten/draco_web.idl` for the full API.
Javascript Decoder Performance
------------------------------
@ -263,16 +279,13 @@ 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
three.js Renderer Example
-------------------------
Here's an [example] of a geometric compressed with Draco loaded via a Javascript decoder using the three.js renderer.
Please see the `javascript/example/README` file for more information.
Support
=======
@ -280,7 +293,7 @@ For questions/comments please email <draco-3d-discuss@googlegroups.com>
If you have found an error in this library, please file an issue at <https://github.com/google/draco/issues>
Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See CONTRIBUTING for more detail.
Patches are encouraged, and may be submitted by forking this project and submitting a pull request through GitHub. See [CONTRIBUTING] for more detail.
License
=======
@ -296,5 +309,6 @@ References
[meshes]: https://en.wikipedia.org/wiki/Polygon_mesh
[point clouds]: https://en.wikipedia.org/wiki/Point_cloud
[Bunny]: https://graphics.stanford.edu/data/3Dscanrep/
[CONTRIBUTING]: https://raw.githubusercontent.com/google/draco/master/CONTRIBUTING
Bunny model from Stanford's graphic department <https://graphics.stanford.edu/data/3Dscanrep/>