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Import mesh colors in 8BPP.
* Colors were imported as 16BPP (half float) * Far most common use cases only require 8BPP * If you need higher data precision, use a custom array, which are supported now. **WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
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4 changed files with 33 additions and 31 deletions
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@ -3258,8 +3258,8 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
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case RS::ARRAY_COLOR: {
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vd.offset = attribute_stride;
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vd.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
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attribute_stride += sizeof(int16_t) * 4;
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vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
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attribute_stride += sizeof(int8_t) * 4;
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buffer = s->attribute_buffer;
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} break;
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case RS::ARRAY_TEX_UV: {
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