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I looked into this a little bit to see what it would involve. Our tesselation uses libtess, and I've found another I'm not 100% sure this is correct but I've found another library using libtess and it seems to indicate that it supports arbitrary vertex dimensions. The idea being, instead of passing in [x, y, z] per vertex, we pass in [x, y, z, u, v] (or if we have vertex colors and vertex normals, [x, y, z, u, v, r, g, b, nx, ny, nz]?) and interpolating all of those along with the position data.
If we were to do something like that, it would mean adding texture coordinates (and more) here, which is where we construct the data we pass to libtess:
Most appropriate sub-area of p5.js?
p5.js version
1.4.1
Web browser and version
No response
Operating System
No response
Steps to reproduce this
Steps:
beginShape(TESS)
and specify UV coordinatesExpected
Tessellation should respect/preserve the specified UV coordinates.
Actual
The resulting set of vertices do not match the specified UV coordinates at all and the texture is displayed but very distorted.
Snippet:
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