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monxa / godot_uv_scale_inverse.txt
Last active November 6, 2023 13:28
inverse uv scaling for compressed mesh data in godot 4.2
// Adjusts UV and UV2 vectors based on provided uv_scale
void adjust_uv_scale(input_data &input, godot::Vector4 uv_scale) {
// If the uv_scale is an empty/default vector, no adjustment is necessary.
if (uv_scale == godot::Vector4())
return;
// Adjust UV coordinates
for (auto &uv : input.uvs) {
// The UV is shifted from a [0.5,1] range to [0,0.5] and then scaled according to the uv_scale.x and uv_scale.y.
// see: godot/servers/rendering_server.cpp:718 (line number might change obviously)