The top of upsamplePrimitiveForRasterOverlays has this:
if (primitive.mode != MeshPrimitive::Mode::TRIANGLES ||
primitive.indices < 0 ||
primitive.indices >= static_cast<int>(parentModel.accessors.size())) {
// Not indexed triangles, so we don't know how to divide this primitive
// (yet). So remove it.
return false;
}
Fortunately, indexed triangle lists are the most common by far, so as far as I'm aware no one has ever actually complained about this. But still, we should round out this functionality.
The top of
upsamplePrimitiveForRasterOverlays
has this:Fortunately, indexed triangle lists are the most common by far, so as far as I'm aware no one has ever actually complained about this. But still, we should round out this functionality.