Comments (3)
I restored some old code.
https://github.com/fire/glTF-Blender-IO/tree/OMI_ngon_encoding WIP: Does not export quads yet.
Old one that works on Blender 2.79 https://github.com/fire/glTF-Blender-IO/tree/FB_ngon_encoding
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If its just quads I don't think an extra extension is necessary. Like, if it's not too much effort it'd be better than the current solution by a mile cause you could show the problematic faces, but in most cases the recreation by merging vertices should work (you have to actively try to break it, like disconnecting a face so vertices overlap)
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Because of the other pr of enabling loop subdivide for trimeshes, this has less importance.
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Related Issues (20)
- Compile error on windows. MSVC? HOT 4
- Extend from ArrayMesh and MeshInstance3D? HOT 12
- Set GLTFQuadImporter's global subivision to allow baking HOT 9
- Remove quad_converter_post_import.gd? HOT 4
- Extend MeshInstance3D and Mesh. HOT 3
- Crashes on beta 3 HOT 2
- blend shape tracks don't work with SubdivMeshInstance3D HOT 2
- If the mesh is not indexed index it HOT 2
- Runtime subdivision performance is slow HOT 5
- Crash with float=64 HOT 3
- Compile time error with _create_topology_refiner HOT 3
- Add an introduction to what is subdivision in readme HOT 1
- Subdiv is not able to work on doubles HOT 7
- Use 8 bone vertex weights
- Load error HOT 1
- Document how to create a quad only gltf2 HOT 3
- Recommend default to 8 bone weights HOT 2
- Add BlendShapes HOT 18
- Licensing HOT 6
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from godot-subdiv.