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Import tangents #613
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Import tangents #613
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7be5e40
Removed some unused vars
david-lively 7508ff5
Corrected overlooked texcoord flip case
david-lively 491ad86
Spacing and formatting
david-lively cdc5dbc
Updated change log.
david-lively c433b0d
Formatting.
david-lively 81b1e44
Merge branch 'flip-textures-and-uvs' into import-tangents
david-lively 5e5a7df
Updating with changes from 611
david-lively 206bf1b
Updated change log.
david-lively 609e788
Merge branch 'flip-textures-and-uvs' into import-tangents
david-lively 0994280
Cleaned up the vertex copy loop to remove duplicated code.
david-lively 816f48c
Added a const and corrected a comment.
david-lively 7013995
Clarified change log comment
david-lively 432ea71
Variable change.
david-lively d1dfd5b
Adding untracked meta file so git will stop complaining
david-lively f70fc44
Merge branch 'flip-textures-and-uvs' into import-tangents
j9liu 72cb616
Update CHANGES.md
david-lively 25d481c
Update native~/Runtime/src/UnityPrepareRendererResources.cpp
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Hm I'm not sure how much of an impact it has here, but we tend to avoid putting
if
statements in a loop body if possible. I know in Unreal we prefer to use near-identicalfor
loops if it can avoid a fewif
statements mid-loop. Maybe others have an opinion?Uh oh!
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@j9liu Hmm. Not sure I see the benefit here. The existing implementation already had
if
for vertex colors and normals. To completely get rid of the conditionals, we'd need 8 nearly-identical permutations of this loop.