Rigged LOD: un-subdivide meshes with subdivision structure instead of decimating them #612
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amd
avatars
bug
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cannot-reproduce
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from-viewer
gl-removal
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sky_line/Slipstream#612
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Proper un-subdivision gives cleaner, more workable reduced meshes than vertex-removal decimation, and one level cuts triangles / vertices about 4x.
Approach (hybrid)
Related: #561, the clothing-shrinkage ticket.
Built and pushed (
9aeee8dea7,2d5d56b7a5; RenderVKRigUnsubdivide), shipped in 1.2.0. Not yet verified in-world on real rigged content, so it moves from In Progress to Testing: waiting on an in-world check that subdivided avatar meshes reduce cleanly and non-subdivided ones fall back to decimation.Shipped in a published release and tested; closing (testing-lane sweep 2026-10-11).