Closed Rabbid76 closed 2 years ago
I used a slightly different approach: I tessellate the polygon (quad pentagon exagon etc) and just resize the index vector (instead of reserving twice the space required). whenever the listSize is > 3 This should also work with per wedge texture coordinates (even though didn't really tested it), and the number of triangle is recovered from the vector size anyway.
I added the u,v s,t coords following your code, and also vertex_index (seen in some .plys)
Could you test my code on your models?
P.S. there is some problem with the include folder to be fixed (sorry).
Hello, thank you for your quick reply.
I tested the latest master, unfortunately it doesn't work for me. When I load the ASCII-ply from #32, I get a number of 70 faces (crt::MeshLoader::nface
). However, the mesh only has 10 quad faces, so I'm expecting 20 triangular faces.
Here is the binary and ASCII version of the ply file:
The count for additional indexes was a bit off. Didn't notice because the extra indexes where all zeros and ignored by the encoder. Should be fixed now.
Thanks it works as intended now
The solution might be some kind of hack, however it solves the issue for me. PLY files with QUAD faces are not read correctly #32 It's up to you if you want to merge it, I'll use it anyway until you finally implement it.