Amazing that an Ogre developer only fairly recently rediscovered my VertexCacheTriListOptimizer. Which then got made generally accessible through the MeshUpgrader and which I then noticed in the news section which then got me wondering: "Hey, didn't I make something similar almost 20 years ago?". Which I then looked up in the source code and then realized it was my code after all.
The news article mentions version Ogre 1.6 as the version when the optimizer was implemented. I can't recall when that version was released but the optimizer was probably implemented even earlier. See this post from 2004.
Also that same news article references a paper from September 2006 by Tom Forsyth, which mentions some code, but not mine. I was inspired by the NvTriStrip stuff NVidia was promoting at the time and Microsoft's ID3DXMesh::OptimizeInplace, but I created the algorithm myself. It is a stoopit simple algorithm, but better than no optimization at all. My hope was that some other genius would come up with a better way. But almost 20 years later they just exposed mine as-is.
Simply amazing!