-
Notifications
You must be signed in to change notification settings - Fork 37
Fix vertex remapping of obj files #64
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
Codecov Report
@@ Coverage Diff @@
## master #64 +/- ##
==========================================
+ Coverage 96.49% 96.91% +0.42%
==========================================
Files 8 8
Lines 342 357 +15
==========================================
+ Hits 330 346 +16
+ Misses 12 11 -1
Continue to review full report at Codecov.
|
|
Did some performance tweaking. A mesh with 120k faces loaded in ~0.65s before this pr, ~12s after the first commit and ~1s after the latest. |
|
I noticed that if there is a vertex with indices |
|
Oh wow.... And also, completely forgot about this awesome PR... We should just merge it quickly! |
|
Same 😆 I think you asked me on Slack if these changes could be made/moved to GeometryBasics and I had no idea how to do that... |
|
If GeometryBasics could handle faces with different indices for positions, uvs and normals this would be unnecessary. I don't know if it can nor how to get there though. |
|
Nvm |
Currently
looks wrong because the normal and uv remapping discards points. (Specifically points along the edges of the texture, where one position has two (or more) uv coordinates associated with it.) I fixed that by duplicating the vertices in question and adjusting faces accordingly.
Before:

After:
