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https://github.com/Relintai/props_2d.git
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Remove normals and uv2 from the final mesh in Prop2DMesher's build_mesh. I haven't removed them internally yet.
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@ -192,31 +192,6 @@ Array Prop2DMesher::build_mesh() {
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a[VisualServer::ARRAY_VERTEX] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_NORMAL) == 0) {
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generate_normals();
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}
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{
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PoolVector<Vector3> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Vector3>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].normal;
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#else
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array.set(i, _vertices[i].normal);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_NORMAL] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0) {
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PoolVector<Color> array;
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array.resize(_vertices.size());
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@ -260,27 +235,6 @@ Array Prop2DMesher::build_mesh() {
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a[VisualServer::ARRAY_TEX_UV] = array;
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}
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if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV2) != 0) {
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PoolVector<Vector2> array;
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array.resize(_vertices.size());
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#if !GODOT4
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PoolVector<Vector2>::Write w = array.write();
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#endif
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for (int i = 0; i < _vertices.size(); ++i) {
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#if !GODOT4
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w[i] = _vertices[i].uv2;
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#else
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array.set(i, _vertices[i].uv2);
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#endif
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}
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#if !GODOT4
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w.release();
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#endif
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a[VisualServer::ARRAY_TEX_UV2] = array;
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}
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if (_indices.size() > 0) {
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PoolVector<int> array;
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array.resize(_indices.size());
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@ -615,22 +569,18 @@ void Prop2DMesher::add_tiled_wall_mesh_rect_simple(const int x, const int y, con
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int vc = get_vertex_count();
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//x + 1, y
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//add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(1, 1), texture_rect));
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add_vertex(transform.xform(Vector2(x + 1, y)));
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//x, y
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//add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(0, 1), texture_rect));
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add_vertex(transform.xform(Vector2(x, y)));
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//x, y + 1
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//add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(0, 0), texture_rect));
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add_vertex(transform.xform(Vector2(x, y + 1)));
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//x + 1, y + 1
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//add_normal(transform.basis.xform(Vector3(0, 0, -1)));
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add_uv(transform_uv(Vector2(1, 0), texture_rect));
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add_vertex(transform.xform(Vector2(x + 1, y + 1)));
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