Changes:
1. Javascript decoder can now be built separately for meshes and point
clouds. Together with other optimizations this results in about 33%
smaller Javascript for mesh decoder. (pre-built javascript for meshes
and point clouds is included).
2. Fixing bug in our symbol_encoder that resulted in failed encoding for
certain cases when there were around 1<<18 symbols.
3. Changing default setting of our draco_encoder app to -cl 7
1. Javascript decoder is now exported as a module using DracoModule()
function that needs to be instantiated on the client.
2. Updated Javascript example applications and README.md
3. Added normalization function to VectorD
4. Added support for converting a single signed value to symbol for
entropy coding and vice versa
5. Minor code cleaning
1. Added support for loading sub-objects in .OBJ into a generic
attribute.
2. Added missing mesh_are_equivlent classes needed for certain unit
tests.
3. Updated javascript decoder reflecting our latest changes + added
support for GeometryAttribute::custom_id() method.
4. Added checks for valid quantization bits to our draco_encoder app.
1. More optimized selection of prediction schemes for different
compression levels on the encoder side.
2. Improved robustness to tampered input data (.drc)
3. Added support for strognly typed vectors of bools
4. Support for logging and squared lenght to our VectorND class
5. Added support for partially defined indices in .OBJ files
6. Added support for loading of normal vectors in .PLY files
1. Add 'use strict'to example Javascript.
2. Small fixes to README.md.
3. Fix Draco compiler flag tests.
4. Fixed issue when number of quantized bits was to large.
5. Changed StartDecoding to return a value.
6. Check that num of attributes are not less than 0.
7. Check that the number of attributes is a valid value.