General | Import Formats | Export Formats | Post-processing | Videos
Real time rendering
- Improve vertex cache locality
- Convert from right-handed to left-handed space
- Limit weights affecting a single vertex
- Split meshes to avoid exceeding bone count limits
- Triangulate arbitrary polygons
- Join identical vertices, optimize indexing
- Find degenerate polygons
- Split large meshes to overcome GPU limitations (i.e. vertex count)
Vertex data
- Compute "hard" per-face normal vectors
- Compute "smooth" per-vertex normal vectors
- Compute tangents and bitangents
Scenegraph
- Collapse the scene graph, transform everything to world coordinates
- Optimize meshes & nodes for fewer drawcalls
Other
- Validate the output structure to ensure maximum data integrity
- Remove unrequired materials, effectively detect and merge duplicates
- Try to correct face winding
- Drop dummy bones introduced somewhere in your content pipeline

s