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Support multiple glTF UV sets #2938
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| Original file line number | Diff line number | Diff line change |
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@@ -369,6 +369,11 @@ int GetStrideOfMetalType(MTLDataType type) | |
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| unsigned int stride = 0; | ||
| MeshStreamPtr stream = mesh->getStream(input.first); | ||
| // Fall back to the first texcoord stream when the mesh has fewer UV sets than the material. | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. These two updates to GLSL and MSL look great, but I believe we need a corresponding update for Slang as well, in |
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| if (!stream && input.first.find("i_texcoord_") != std::string::npos) | ||
| { | ||
| stream = mesh->getStream(MeshStream::TEXCOORD_ATTRIBUTE, 0); | ||
| } | ||
| if (!stream) | ||
| { | ||
| errors.push_back("Geometry buffer could not be retrieved for binding: " + input.first + ". Index: " + std::to_string(index)); | ||
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Perhaps we should use the existing constant
HW::IN_TEXCOORD, rather than adding this hardcoded string? The same approach could be used in MSL and Slang as well.