normal compression makes shading look terrible
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@@ -535,8 +535,8 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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texCoords[i].resize(mesh->mNumVertices);
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}
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Array<StaticMeshVertexData::NormalType> normals(mesh->mNumVertices);
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//Array<StaticMeshVertexData::TangentType> tangents(mesh->mNumVertices);
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//Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
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Array<StaticMeshVertexData::TangentType> tangents(mesh->mNumVertices);
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Array<StaticMeshVertexData::BiTangentType> biTangents(mesh->mNumVertices);
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Array<StaticMeshVertexData::ColorType> colors(mesh->mNumVertices);
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for (int32 i = 0; i < mesh->mNumVertices; ++i) {
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@@ -555,9 +555,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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tangent = Vector(mesh->mTangents[i].x, mesh->mTangents[i].y, mesh->mTangents[i].z);
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biTangent = Vector(mesh->mBitangents[i].x, mesh->mBitangents[i].y, mesh->mBitangents[i].z);
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}
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normals[i] = encodeQTangent(Matrix3(tangent, biTangent, normal));
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//tangents[i] = tangent;
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//biTangents[i] = biTangent;
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normals[i] = normal; // encodeQTangent(Matrix3(tangent, biTangent, normal));
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tangents[i] = tangent;
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biTangents[i] = biTangent;
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if (mesh->HasVertexColors(0)) {
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colors[i] = StaticMeshVertexData::ColorType(mesh->mColors[0][i].r * 65535, mesh->mColors[0][i].g * 65535, mesh->mColors[0][i].b * 65535);
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@@ -571,8 +571,8 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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vertexData->loadTexCoords(offset, i, texCoords[i]);
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}
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vertexData->loadNormals(offset, normals);
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// vertexData->loadTangents(offset, tangents);
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// vertexData->loadBitangents(offset, biTangents);
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vertexData->loadTangents(offset, tangents);
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vertexData->loadBitangents(offset, biTangents);
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vertexData->loadColors(offset, colors);
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Array<uint32> indices(mesh->mNumFaces * 3);
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