Remove multiple flips of the V texcoord in MaterialXView (upon glTF load and when accessing textures)#2882
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bhouston wants to merge 2 commits intoAcademySoftwareFoundation:mainfrom
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This was an incorrect PR. glTF's UV space is flipped compared to MaterialX/Blender. |
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Fixes the issue identified here: #2881
The MaterialXViewer flips V texture coordinates of obis and glTF files upon load. It also flips the V texture coordinate when accessing textures. I believe both of these flips are incorrect. Neither should exist. This PR removes both of them.
It leads to simpler code but also now the UV space of a mesh does not have to be modified in order to render it.
Lastly, math operations in a flip UV space are not the same as in a non-flipped UV space. Thus this flipped UV space leads to incorrect math results:
And also pre flipped + post-flipped V doesn't equal no flipping: