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https://github.com/vrm-c/UniVRM.git
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remove this.
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@@ -585,21 +585,21 @@ namespace UniGLTF
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private (Mesh, bool) BuildMesh()
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{
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this.AddDefaultMaterial();
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AddDefaultMaterial();
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//Debug.Log(prims.ToJson());
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var mesh = new Mesh
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{
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name = this.Name
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name = Name
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};
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this.UploadMeshVertices(mesh);
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this.UploadMeshIndices(mesh);
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UploadMeshVertices(mesh);
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UploadMeshIndices(mesh);
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// NOTE: mesh.vertices では自動的に行われていたが、SetVertexBuffer では行われないため、明示的に呼び出す.
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mesh.RecalculateBounds();
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if (!this.HasNormal)
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if (!HasNormal)
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{
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mesh.RecalculateNormals();
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}
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@@ -658,7 +658,7 @@ namespace UniGLTF
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Func<int, Material> ctx)
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{
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Profiler.BeginSample("MeshImporter.BuildMesh");
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var (mesh, recalculateTangents) = this.BuildMesh();
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var (mesh, recalculateTangents) = BuildMesh();
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Profiler.EndSample();
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if (recalculateTangents)
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@@ -672,14 +672,14 @@ namespace UniGLTF
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var result = new MeshWithMaterials
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{
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Mesh = mesh,
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Materials = this.MaterialIndices.Select(ctx).ToArray()
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Materials = MaterialIndices.Select(ctx).ToArray()
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};
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await awaitCaller.NextFrame();
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if (this.BlendShapes.Count > 0)
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if (BlendShapes.Count > 0)
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{
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var emptyVertices = new Vector3[mesh.vertexCount];
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foreach (var blendShape in this.BlendShapes)
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foreach (var blendShape in BlendShapes)
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{
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await BuildBlendShapeAsync(awaitCaller, mesh, blendShape, emptyVertices);
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}
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