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Update the GLTF writer to support writing textured models #6101
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Commits on Apr 20, 2023
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Changed TriangleMesh::materials_ to be a std::vector<std::pair<std::string, Material>> so that the order of materials when loading a mesh is respected. Using the unordered map caused issues when a Default Material and a texture were loaded and the texture would end up as the second material in the iterator. Now TriangleMesh::triangle_material_ids_ will indicate what material index should be used. A warning is given when passing a TriangleMesh to the visualizer and more than one material index is found, and the minimum value found in TriangleMesh::triangle_material_ids_ is used. If no triangle_material_ids_ exist then the first material in the order they are loaded will be used.
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Added code to break a TriangleMesh into one mesh per material in a tr…
…iangle mesh model
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Add Model.cpp to the build this has code to separate a TriangleMesh b…
…y its materials into a TriangleMeshModel
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Updated FileGLTF and ModelIO to export a TriangleMeshModel to GLTF in…
…cluding textures
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Renamed functions to match with existing naming scheme. Added docstri…
…ngs. Removed dead code.
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Added python bindings to creating a TriangleMeshModel from a Triangle…
…Mesh as well as for exporting a TriangleMeshModel to GLTF
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Commits on Apr 21, 2023
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Commits on Apr 26, 2023
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Fixed bug where iterators weren't dereferenced when checking if more …
…than one material was in use.
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Commits on Apr 29, 2023
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Fixed bug in small meshes where most accessors need to be aligned to …
…4 byte boundaries
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FINALLY fixed issue with per-vertex UV conversion. It was not checkin…
…g for remapped vertices correctly.
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