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Comments (4)

chriche-ms avatar chriche-ms commented on June 23, 2024

If you just want to read MeshPrimitive attribute data then I would suggest using the ReadBinaryData overload that accepts an Accessor parameter. The code looks like:

std::string accessorId;

if (meshPrimitive.TryGetAttributeAccessorId(ACCESSOR_TEXCOORD_0, accessorId))
{
    const Accessor& accessor = document.accessors.Get(accessorId);
    const auto data = resourceReader.ReadBinaryData<T>(document, accessor);
}

Where data is a vector containing the accessor's data. This way you can let the glTF SDK do all the offset calculations for you.

Also, I recommend that you do any path manipulation in your StreamReader implementation and avoid modifying the Document whenever possible.

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agrittmsft avatar agrittmsft commented on June 23, 2024

You could also use MeshPrimitiveUtils::GetTexCoords(_0):

std::vector<float> GetTexCoords(const Document& doc, const GLTFResourceReader& reader, const Accessor& accessor);
std::vector<float> GetTexCoords_0(const Document& doc, const GLTFResourceReader& reader, const MeshPrimitive& meshPrimitive);

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milosrs avatar milosrs commented on June 23, 2024

Both work like a charm. Thanks!

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chriche-ms avatar chriche-ms commented on June 23, 2024

Original code snippet is mixing byte offsets with vector element indices. Solution is to either add bufferDataOffset / sizeof(T) or use higher level functionality such as MeshPrimitiveUtils::GetTexCoords

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