SpiderPig Posted July 9, 2023 Posted July 9, 2023 With Ultra, shader texCoords are vec4's but I recall @Josh saying you got rid of the second coord set? Is something else stored here now or can I still use the second set? I see there is still Mesh::SetVertexTexCoords() which can still take the index as a parameter... Quote
Solution Josh Posted July 9, 2023 Solution Posted July 9, 2023 I'm going to keep the second set of texcoords, for lightmapping in the future. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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