Wait for meshlets to generate. Use the WASD and arrow keys to move and rotate the camera.
This was the next iteration of Trilite. I abandoned level of detail in favor of frustum and cone culling. I never got frustum culling to work because manually writing matrix transform code is not a strength of mine, and I don't care to continue this project, so what's demonstrated here is meshlet generation and cone culling. Cone culling is basically backface culling for meshlets. It's quite inexpensive (just a dot product and sqrt) and culls a meshlet when all triangles are facing away from the camera, doing so without the need for any vertex transformation. Unfortunately, there are false negatives. Meshlet generation is now an order of magnitude faster. The original Trilite generated meshlets offline because the single demo took (IIRC) ~20 minutes to generate. Now, this teapot (with more triangles) takes me about 10 seconds. @TheGoodGuy8000—vertex transform @Vadik1—wavefront .obj loading