Geometry
3D mesh geometry and vertices
Geometry represents the shape of models as vertices, indices, and attributes (normals, tangents, UVs, colors).
How it works
- Triangle meshes are most common for interchange; quads/ngons are triangulated.
- Attributes can be per-vertex or per-corner; formats differ (watch for splits at UV seams).
- Precision: 16/32-bit indices, 16/32-bit floats; CAD often converts to tessellated meshes.
Use cases
- Real-time assets for engines
- Visualization of CAD/BIM via tessellation
- Level geometry and modular kits
Interoperability notes
- Preserve scale and units; apply transforms/freeze as needed before export.
- Weld thresholds and smoothing groups can change vertex counts/normals.
- Validate winding order and up-axis; many formats carry axis metadata.