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Removed commented out code. Formatting.
1 parent 3c74cf7 commit deb25a3

1 file changed

Lines changed: 2 additions & 57 deletions

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native~/Runtime/src/UnityPrepareRendererResources.cpp

Lines changed: 2 additions & 57 deletions
Original file line numberDiff line numberDiff line change
@@ -366,25 +366,6 @@ void loadPrimitive(
366366
primitiveInfo.hasNormals = normalView.status() == AccessorViewStatus::Valid;
367367
}
368368

369-
// // Check if we need to upgrade to a large index type to accommodate the
370-
// // larger number of vertices we need for flat normals.
371-
// if (computeFlatNormals && indexFormat == IndexFormat::UInt16 &&
372-
// indexCount >= std::numeric_limits<uint16_t>::max()) {
373-
// loadPrimitive<uint32_t>(
374-
// meshData,
375-
// primitiveInfo,
376-
// options,
377-
// gltf,
378-
// node,
379-
// mesh,
380-
// primitive,
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// transform,
382-
// indicesView,
383-
// IndexFormat::UInt32,
384-
// positionView);
385-
// return;
386-
// }
387-
388369
meshData.SetIndexBufferParams(indexCount, indexFormat);
389370
const Unity::Collections::NativeArray1<TIndex>& dest =
390371
meshData.GetIndexData<TIndex>();
@@ -551,10 +532,7 @@ void loadPrimitive(
551532
attributes.Item(i, descriptor[i]);
552533
}
553534

554-
int32_t vertexCount = /*computeFlatNormals
555-
? indexCount
556-
: */
557-
static_cast<int32_t>(positionView.size());
535+
int32_t vertexCount = static_cast<int32_t>(positionView.size());
558536
meshData.SetVertexBufferParams(vertexCount, attributes);
559537

560538
NativeArray1<uint8_t> nativeVertexBuffer =
@@ -584,31 +562,6 @@ void loadPrimitive(
584562
}
585563
stride += numTexCoords * sizeof(Vector2);
586564

587-
/* if (computeFlatNormals) {
588-
::computeFlatNormals(
589-
pWritePos + normalByteOffset,
590-
stride,
591-
indices,
592-
indexCount,
593-
positionView);
594-
for (int64_t i = 0; i < vertexCount; ++i) {
595-
TIndex vertexIndex = indices[i];
596-
*reinterpret_cast<Vector3*>(pWritePos) = positionView[vertexIndex];
597-
// skip position and normal
598-
pWritePos += 2 * sizeof(Vector3);
599-
// Skip the slot allocated for vertex colors, we will fill them in
600-
// bulk later.
601-
if (hasVertexColors) {
602-
pWritePos += sizeof(uint32_t);
603-
}
604-
for (uint32_t texCoordIndex = 0; texCoordIndex < numTexCoords;
605-
++texCoordIndex) {
606-
*reinterpret_cast<Vector2*>(pWritePos) =
607-
texCoordViews[texCoordIndex][vertexIndex];
608-
pWritePos += sizeof(Vector2);
609-
}
610-
}
611-
} else*/ {
612565
for (int64_t i = 0; i < vertexCount; ++i) {
613566
*reinterpret_cast<Vector3*>(pWritePos) = positionView[i];
614567
pWritePos += sizeof(Vector3);
@@ -631,7 +584,6 @@ void loadPrimitive(
631584
pWritePos += sizeof(Vector2);
632585
}
633586
}
634-
}
635587

636588
// Fill in vertex colors separately, if they exist.
637589
if (hasVertexColors) {
@@ -647,14 +599,7 @@ void loadPrimitive(
647599
false,
648600
indices});
649601
}
650-
/*
651-
if (computeFlatNormals) {
652-
// rewrite indices
653-
for (TIndex i = 0; i < indexCount; i++) {
654-
indices[i] = i;
655-
}
656-
}
657-
*/
602+
658603
meshData.subMeshCount(1);
659604

660605
// TODO: use sub-meshes for glTF primitives, instead of a separate mesh

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