OgreXmlConverter
Are there any plans to fix OgreXMLConverter tool during this project? I see that you have done most code into the OgreProgressiveMeshGenerator class, but for certain things you have also dipped into the tool side a bit. I know this project is about the progressive mesh in OgreMain but would it be possible to take the converter tool to the next level and make it, first of all work for LOD generation, and make these new features options in there (like the new compression)?
The progressive mesh class looks great for runtime things like you have showed with the refreshed sample, but it would be great to make the tool also available. I've built your branch and the xml converter is broken, I've tracked the bug to a line where it clones the input mesh for the LOD generation, so once the original input mesh gets converted the LOD levels are not there. Basically to me it seems this tool has been completely broken for about 7 months now, am I getting the correct impression here? Line and commit im talking about: https://bitbucket.org/sajty/ogre/commit ... in.cppF670 This clone should be removed to make it actually export the LODs.
Also once I fix that the tool is still quite broken, for example the -p option does nothing, it creates one single LOD level with exactly the same face count as the original mesh. Using the -p and -s Distance seem to have no effect either. I've not yet been able to export any more than one LOD level (after my fix) with the tool, no matter what i give to -l option.
Is there a technical reason why LOD levels cant be generated to a input binary .mesh and exported into .mesh.xml? I see the docs say this but looking at it, isnt it the exact same codepath? Import the file to a MeshPtr and feed that into the LOD code and export the result as xml or binary?
As said, I know this is work in progress and it is perfectly fine the tool/code there might not be in working state all the time. I just wanted to ask what are the plans on the OgreXMLConverter, if improving it is in scope for this project.
Other stuff
With your new progressive mesh code do you think its possible to make a tool (or make OgreXmlConverter support it) that would reduce the poly count of the Mesh in place, not generating LOD levels but taking in the submeshes and reducing its complexity and exporting that version to a file. I've tried to play around with the current code to get a x LOD level out to export it as its separate mesh, but I haven't really found a way to do this. Are there technical problems why this could not be supported? I know there are Blender and whatnot tools that you can just click decimate on, but a cmd line tool to reduce mesh complexity could be very useful for offline tooling. I would be interested in implementing this kind of tool, so its it possible? I know it might not be in the interests of Ogre in general to make this kind of tool, as its a game engine and artists can do this in their modelling tools.
Thanks for working on this!
P.S. Remember to remove those nullptr:s

Edit: Just to clarify, I've tested the earlier SDK shipped versions of the xml tool and they are similarly broken, most LOD options do nothing or wont do whats documented in -h. I'm no saying you broke the tool
