Rendering fix for degenerate UVs #1078
Merged
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This fixes a bug that was reported through a different channel. I had actually noticed before getting occasional triangles that would either be completely black or covered with random black noise, and traced it down to triangles with degenerate UV coordinates (different vertices with the same UV coords). It will only manifest if tangent vectors are not supplied.
I had assumed at first this was a problem with the authoring software, but it turns out this happens pretty often during compression by quantization, as happens with DRACO, etc. The problem is just NaNs creeping into the normal vector computation, so I've fixed that here.