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chore: properly read uv data from gltf
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c261aef1ef
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@ -17,7 +17,28 @@ float HalfFloat::ToFloat(const half_float_t half)
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return 0.0f;
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}
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half_float_t HalfFloat::ToHalf(float f)
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half_float_t HalfFloat::ToHalf(const float f)
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{
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return 0;
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half_float_t v3;
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int v6;
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union
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{
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uint32_t u;
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float f;
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} result{};
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result.f = f;
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if (static_cast<int>((2 * result.u) ^ 0x80000000) >> 14 < 0x3FFF)
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v6 = static_cast<int>((2 * result.u) ^ 0x80000000) >> 14;
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else
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v6 = 0x3FFF;
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if (v6 > -16384)
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v3 = static_cast<half_float_t>(v6);
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else
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v3 = 0xC000;
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return (v3 & 0x3FFFu) | ((result.u >> 16) & 0xC000u);
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}
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@ -270,7 +270,7 @@ namespace
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float coordinates[3];
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float normal[3];
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if (!positionAccessor->GetFloatVec3(vertexIndex, coordinates) || !normalAccessor->GetFloatVec3(vertexIndex, normal)
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|| !colorAccessor->GetFloatVec4(vertexIndex, vertex.color) || !colorAccessor->GetFloatVec2(vertexIndex, vertex.uv)
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|| !colorAccessor->GetFloatVec4(vertexIndex, vertex.color) || !uvAccessor->GetFloatVec2(vertexIndex, vertex.uv)
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|| !jointsAccessor->GetUnsignedVec4(vertexIndex, joints) || !weightsAccessor->GetFloatVec4(vertexIndex, weights))
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{
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return false;
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