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README.md

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![Version](https://img.shields.io/badge/version-Godot%204-informational) ![License](https://img.shields.io/github/license/tefusion/godot-subdiv)
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# Godot Subdiv
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| ![UV Subdivision](UVSubdivision.gif) | ![Skinning subdivision](SkinningSubdivision.gif) |
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After that you can just create an Inherited Scene and should see the custom QuadImporterMeshInstance
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with a subdivison level editor setting.
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## FAQ
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### How to create a mesh only containing Quads?
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In Blender you can go in Edit Mode and go Select->Select All by Trait->Faces by Sides and set it to Not Equal To 4. After removing the then selected faces and replacing them with quads import will work.
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## Acknowledgements
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- [OpenSubdiv](https://github.com/PixarAnimationStudios/OpenSubdiv) files in [thirdparty/opensubdiv](thirdparty/opensubdiv) licensed under [Modified Apache 2.0](thirdparty/opensubdiv/LICENSE.txt)
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## Last tested Godot version
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Godot Alpha 15
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Godot Alpha 16
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## License
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[MIT](LICENSE)

src/import/gltf_quad_importer.cpp

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@@ -162,9 +162,6 @@ GLTFQuadImporter::QuadSurfaceData GLTFQuadImporter::_remove_duplicate_vertices(c
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bool has_uv = format & Mesh::ARRAY_FORMAT_TEX_UV;
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bool has_skinning = (format & Mesh::ARRAY_FORMAT_BONES) && (format & Mesh::ARRAY_FORMAT_WEIGHTS);
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bool double_bone_weights = format & Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
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if (double_bone_weights) {
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UtilityFunctions::print("OWO");
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}
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bool has_normals = format & Mesh::ARRAY_FORMAT_NORMAL;
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//TODO: maybe add tangents, uv2 here too, considering that data is lost after subdivisions not that urgent
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if ((format & Mesh::ARRAY_FORMAT_BONES) && (format & Mesh::ARRAY_FORMAT_WEIGHTS)) {
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const PackedVector3Array &vertex_array = arrays[Mesh::ARRAY_VERTEX];
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const PackedFloat32Array &weights_array = arrays[Mesh::ARRAY_WEIGHTS];
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UtilityFunctions::print(vertex_array.size(), " ", weights_array.size());
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if (vertex_array.size() * 8 == weights_array.size())
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format |= Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
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}

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