We present a new lossless geometry coding method for 3D triangle-quad meshes, Adaptive Vertex Chasing. Previous localized geometry coding methods have demonstrated better compression ratios than the global approach but they are considered hard to use in practice. It is because a proper linear quantization of the local range with three inputs is time-consuming, totally dependent on a user’s trials and errors. Our new localized scheme replaces this quantization with an adaptive subdivision of the range with only one input, a subdivision level. The deeper level a user choose, the closer to the original the mesh will be restored. We also present a connectivity coder improved upon the current leading Angle-Analyzer’s with a context-modeling. Without losing the current level of efficiency, our new coder provides simple and systematic way to control the balance between distortions and the bit-rates.