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Add support for per-face texture coordinates in the PLY decoder. #1028
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            kbongort
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I don't think this would add one value for each corner, not to mention the corner index seems to be wrong.
Basically you would have to add value for each corner where the corner index is (3 * triangle_index + c) where c={0, 1, 2}
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Good catch, fixed. This moves through vertices in the same order as in
DecodeFaceData. When triangulating a polygon with more than 3 sides, the first vertex is repeated in each triangle.There was a problem hiding this comment.
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I understand that the first vertex is repeated but even so, each triangle of the polygon will have a distinct corner attached to the "first" vertex. E.g. if you have a quad there will be two corners attached to it. In the current implementation only the corner from the first triangle is going to be processed which is wrong because it messes up the way how Draco maps corners to triangles + it leaves some corners with uninitialized values. Again, as an example for a quad, we would expect to have two triangles with corners: (0, 1, 2), (3, 4, 5) where they would be mapped to values (0, 1, 2), (0, 2, 3).
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Just to make sure, are you looking at the change from the latest commit? eee2335
For a quad with corners (0, 1, 2, 3), this should push 6 pairs of UVs in the order (0, 1, 2, 0, 2, 3). Is that not correct?
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Sorry about that. Not sure what I was looking at, you are right.
One other potential issue I can see is that, if I understand it correctly, the DecodeTexCoordData() is called before we decode any vertex data. I think this may cause some issues because AddAttributeWithConnectivity assumes that we have some valid points in the mesh already. Can you try to move this decoding after DecodeVertexData() to see if it helps?