- calculate vertex normals for a smooth mesh
- calculate triangle normals for a faceted mesh
Both of these I have around here and there and have to admit, it would be really nice to have them in the engine.
- simplify a mesh by decimation
This one is tricky. I have never delved into animation so I’m pretty useless right now on that front, but the decimator I have with a couple of days work or more would work fine with static meshes (positions, normals, texCoords, colors maybe…).
There is a mesh boolean operation tool around you might like to take a peek at (using shapes as masks).
Thats all I have for now…