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Support multi uv channels in gltf2. #44552

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fire opened this issue Dec 20, 2020 · 4 comments · Fixed by #52504
Closed

Support multi uv channels in gltf2. #44552

fire opened this issue Dec 20, 2020 · 4 comments · Fixed by #52504

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@fire
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fire commented Dec 20, 2020

Godot version:
c2e0c6cc2282669017707596c810cde996414131 fork. should test on master.

OS/device including version:
win10. Nvidia. Vulkan

Issue description:
Fails on multi uv test case.

#44319 supports four custom uv channels.

See godotengine/godot-proposals#2192

Steps to reproduce:
Load MultiUVTest

Minimal reproduction project:

https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/MultiUVTest

Multiuvs

image

@fire fire changed the title Godot can now support up to four custom uv channels. Godot does not support custom uv channels. Dec 20, 2020
@fire fire changed the title Godot does not support custom uv channels. Support custom uv channels in gltf2. Dec 20, 2020
@fire fire changed the title Support custom uv channels in gltf2. Support > 1 uv channels in gltf2. Dec 20, 2020
@fire fire changed the title Support > 1 uv channels in gltf2. Support greater than one uv channel in gltf2. Dec 20, 2020
@fire fire changed the title Support greater than one uv channel in gltf2. Support multi uv channels in gltf2. Dec 20, 2020
@Calinou Calinou added this to the 4.0 milestone Dec 20, 2020
@Zylann
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Zylann commented Jan 13, 2021

#44319 supports four custom uv channels.

I've been searching quickly for the place it does that, but so far haven't found it. This PR reworked SurfaceTool, yet I've seen add_triangle_fan still only expects 2 sets of UVs.

@fire
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fire commented Jan 13, 2021

We need to modify surface tool to use the custom slots.

@fire
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fire commented Jul 1, 2021

My plan is to look at #49932 to implement godotengine/godot-proposals#2266

@Lexpartizan
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Lexpartizan commented Aug 13, 2021

I understand that using many UV channels can lead to big changes in the code. And in the logic of working with the lightmapper. But it is better to do such things that break backward compatibility now, before the release of 4.0. Because then it will be much more difficult to accept such changes. Nevertheless, these changes are necessary at least in order to use the texture array, which will significantly increase performance and reduce the required number of textures. In addition, I would also like to see several Vertex_Color channels, which would allow us to use blending materials without overhead and add decals for breaking tiles, which are very noticeable in the texture array.

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4 participants