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Import: primitives add too many vertices #294
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@julienduroure The vertex count looks good! Two things:
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OK, should avoid to code late during the night ... I checked for normals & UV, but forget to check skinning ... |
Skinning is fixed! But not vertex colors :) |
And probably not morphs target too! |
@scurest I pushed some fixes, can you please test again? |
I can confirm vertex colors are fixed! Unfortunately I have no models that use morph targets, so I can't confirm they work, but the code for them looks good. |
If a primitive has N elements in its POSITION accessor, N vertices always get added to the mesh, even if the indices accessor is, say, [0, 1, 2], so there should actually only be three vertices. This can result in a huge explosion in vertex count.
JoeyVrowl originally noticed this issue and made a test file. See KhronosGroup/UnityGLTF#197, ksons/gltf-blender-importer#29.
Taking apart a corner reveals many extra verts.
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