Currently, we only check for index bounds. Texture coordinates are assumed to be in [0,1] range, and this is not always the case in practice. We could detect the range of not only the coordinates, but also vertex positions, and choose the proper representation:
[-1,1] => h
[0,1] => H
_ =. f
In the future, we could also export an AABB of each attribute, allowing us to encode it in the (un)signed normalized format regardless of the range. This would require shaders to adapt though.
Currently, we only check for index bounds. Texture coordinates are assumed to be in
[0,1]
range, and this is not always the case in practice. We could detect the range of not only the coordinates, but also vertex positions, and choose the proper representation:[-1,1] => h
[0,1] => H
_ =. f
In the future, we could also export an AABB of each attribute, allowing us to encode it in the (un)signed normalized format regardless of the range. This would require shaders to adapt though.