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Sanitize tangents when creating mesh surfaces to avoid triggering the compressed mesh path in the shader
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@@ -1156,6 +1156,11 @@ void _fix_array_compatibility(const Vector<uint8_t> &p_src, uint64_t p_old_forma
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uint16_t *dst = (uint16_t *)&dst_vertex_ptr[i * dst_normal_tangent_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
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dst[0] = (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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dst[1] = (uint16_t)CLAMP(res.y * 65535, 0, 65535);
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if (dst[0] == 0 && dst[1] == 65535) {
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// (1, 1) and (0, 1) decode to the same value, but (0, 1) messes with our compression detection.
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// So we sanitize here.
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dst[0] = 65535;
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}
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}
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src_offset += sizeof(uint8_t) * 4;
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} else {
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@@ -1167,6 +1172,11 @@ void _fix_array_compatibility(const Vector<uint8_t> &p_src, uint64_t p_old_forma
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uint16_t *dst = (uint16_t *)&dst_vertex_ptr[i * dst_normal_tangent_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
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dst[0] = (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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dst[1] = (uint16_t)CLAMP(res.y * 65535, 0, 65535);
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if (dst[0] == 0 && dst[1] == 65535) {
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// (1, 1) and (0, 1) decode to the same value, but (0, 1) messes with our compression detection.
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// So we sanitize here.
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dst[0] = 65535;
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}
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}
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src_offset += sizeof(float) * 4;
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}
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