Comments (2)
And yet if you analyze the check (~line 205 of mesh.py
) you'll see that many times (in fact the majority of times) the vertex does not have to be added, but it's index can be retrieved from the existing vertex table.
This is because when extracting the vertices it iterates through face loops. This means that for each face in the mesh, it goes around all three (or more) vertices. This results in duplicated vertices, but it is the only way to get information about split edges (eg sharp edges, different vertex colors on the different faces, non-matching UV's and so on).
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leave comments for other people may have same question:
In blender mesh.vertices are just a position in 3d space, e.g. it didn't store vertex with same position but different normals twice in mesh.vertices, the normal is handled by loop. So it is wrong to just export mesh.vertices
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Related Issues (20)
- Docker build fails on setuptools upgrade HOT 1
- Texture Problem? HOT 3
- @https://github.com/Calinou
- Export as individual scene
- can't find 2.79 drivers HOT 1
- I'm Sorry I can't find blender 2.79 addons, can someone please help HOT 2
- support exporting materials with noise nodes HOT 3
- Request for option to choose root node type during export.
- Consider eliminating superfluous BoneAttachment nodes during export.
- image texture is missing in the exported file(.escn)
- KeyError from export_morphs when attempting to export shape keys HOT 4
- Tgg
- Toward a better exporting of particles systems (some first fixing attempts)
- Material-Export adding Linebreake in the Comment-Section of the Shader-Code (With possible Solution?)
- Missing keyframes
- blender 3.4 HOT 20
- Support Godot 4 HOT 4
- Blender 4.0 export escn raise key error with "Subsurface not found". HOT 2
- Inquiry for the roadmap of this project HOT 1
- Support missing for Blender color ramp / gradient texture
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