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texture discovery
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@@ -32,7 +32,7 @@ public class MonoGltf
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{
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readonly SceneBuilder scene = new();
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readonly Dictionary<string, KnownChannel> knownChannels = new()
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public static readonly Dictionary<string, KnownChannel> knownChannels = new()
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{
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{ "BaseColor", KnownChannel.BaseColor },
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{ "Normal", KnownChannel.Normal },
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@@ -46,14 +46,14 @@ public class MonoGltf
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var options = new ExporterOptions() { TextureFormat = ETextureFormat.Jpeg };
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staticMesh.TryConvert(out var convertedMesh);
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var lod =
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var lod0 =
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convertedMesh.LODs.Find(lod => !lod.SkipLod) ?? throw new Exception("Failed to find lod0");
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var emptyMaterial = new MaterialBuilder("empty_material");
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var materialMap = new Dictionary<string, MaterialBuilder>();
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int sectionIndex = 0;
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foreach (var section in lod.Sections.Value)
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foreach (var section in lod0.Sections.Value)
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{
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var meshBuilder = new ConfiguredMeshBuilder();
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MaterialBuilder materialBuilder;
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@@ -100,15 +100,15 @@ public class MonoGltf
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var wedgeIndex = new int[3];
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for (var k = 0; k < wedgeIndex.Length; k++)
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{
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wedgeIndex[k] = (int)lod.Indices.Value[section.FirstIndex + faceIndex * 3 + k];
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wedgeIndex[k] = (int)lod0.Indices.Value[section.FirstIndex + faceIndex * 3 + k];
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}
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var vertex1 = lod.Verts[wedgeIndex[0]];
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var vertex2 = lod.Verts[wedgeIndex[1]];
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var vertex3 = lod.Verts[wedgeIndex[2]];
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var vertex1 = lod0.Verts[wedgeIndex[0]];
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var vertex2 = lod0.Verts[wedgeIndex[1]];
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var vertex3 = lod0.Verts[wedgeIndex[2]];
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var (v1, v2, v3) = PrepareTris(vertex1, vertex2, vertex3);
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var (c1, c2, c3) = PrepareUVsAndTexCoords(lod, vertex1, vertex2, vertex3, wedgeIndex);
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var (c1, c2, c3) = PrepareUVsAndTexCoords(lod0, vertex1, vertex2, vertex3, wedgeIndex);
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primitive.AddTriangle((v1, c1), (v2, c2), (v3, c3));
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}
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