# chair

An efficient binary mesh format which is both small and extremely fast to read.

Textures are supported by loading them from an atlas and mapping mesh uvs to the region.

Comes with wgpu integration, if using bevy see the `[bevy_chair](https://lib.rs/bevy_chair)` loader plugin.

# loading and drawing meshes with wgpu

```rs
let bytes = fs::read("chair.chr")?;
// MyVertex implements the Vertex trait to specify what features are loaded into memory
let mesh = MeshReader::new::<MyVertex>(&atlas, Some("fallback"))
	.create::<MyVertex>(&device, &bytes)

// in render pass code
mesh.draw(&mut pass);
```

Fallback texture name is specified with the `fallback` parameter of `MeshReader::new`.

If it is not specified, decoding the mesh will fail instead of using a fallback texture if any unknown textures are specified.

# creating meshes

The easy way is use `chair_exporter.py` as a blender addon to export your models from blender.

Use the optimal settings for accuracy and size as you see fit.

For minecraft-like meshes you can easily do short pos, uvs and normals as they are all low-detail.

For more complex ones this will lose accuracy, so using floats may be prefered.

Vertex paint mode can be used for per-vertex colours and exported.
