# Objective Models can be produced that do not have vertex tangents but do have normal map textures. The tangents can be generated. There is a way that the vertex tangents can be generated to be exactly invertible to avoid introducing error when recreating the normals in the fragment shader. ## Solution - After attempts to get https://github.com/gltf-rs/mikktspace to integrate simple glam changes and version bumps, and releases of that crate taking weeks / not being made (no offense intended to the authors/maintainers, bevy just has its own timelines and needs to take care of) it was decided to fork that repository. The following steps were taken: - mikktspace was forked to https://github.com/bevyengine/mikktspace in order to preserve the repository's history in case the original is ever taken down - The README in that repo was edited to add a note stating from where the repository was forked and explaining why - The repo was locked for changes as its only purpose is historical - The repo was integrated into the bevy repo using `git subtree add --prefix crates/bevy_mikktspace git@github.com:bevyengine/mikktspace.git master` - In `bevy_mikktspace`: - The travis configuration was removed - `cargo fmt` was run - The `Cargo.toml` was conformed to bevy's (just adding bevy to the keywords, changing the homepage and repository, changing the version to 0.7.0-dev - importantly the license is exactly the same) - Remove the features, remove `nalgebra` entirely, only use `glam`, suppress clippy. - This was necessary because our CI runs clippy with `--all-features` and the `nalgebra` and `glam` features are mutually exclusive, plus I don't want to modify this highly numerically-sensitive code just to appease clippy and diverge even more from upstream. - Rebase https://github.com/bevyengine/bevy/pull/1795 - @jakobhellermann said it was fine to copy and paste but it ended up being almost exactly the same with just a couple of adjustments when validating correctness so I decided to actually rebase it and then build on top of it. - Use the exact same fragment shader code to ensure correct normal mapping. - Tested with both https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest which has vertex tangents and https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest which requires vertex tangent generation Co-authored-by: alteous <alteous@outlook.com>
		
			
				
	
	
		
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			1.2 KiB
		
	
	
	
		
			Bash
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			Bash
		
	
	
	
	
	
# if crate A depends on crate B, B must come before A in this list
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crates=(
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    bevy_utils
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    bevy_ptr
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    bevy_macro_utils
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    bevy_derive
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    bevy_math
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    bevy_tasks
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    bevy_reflect/bevy_reflect_derive
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    bevy_reflect
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    bevy_ecs/macros
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    bevy_ecs
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    bevy_app
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    bevy_time
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    bevy_log
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    bevy_dynamic_plugin
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    bevy_asset
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    bevy_audio
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    bevy_core
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    bevy_diagnostic
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    bevy_hierarchy
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    bevy_transform
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    bevy_window
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    bevy_encase_derive
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    bevy_render/macros
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    bevy_mikktspace
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    bevy_render
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    bevy_core_pipeline
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    bevy_input
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    bevy_gilrs
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    bevy_animation
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    bevy_pbr
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    bevy_gltf
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    bevy_scene
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    bevy_sprite
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    bevy_text
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    bevy_ui
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    bevy_winit
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    bevy_internal
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    bevy_dylib
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)
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if [ -n "$(git status --porcelain)" ]; then
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    echo "You have local changes!"
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    exit 1
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fi
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pushd crates
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for crate in "${crates[@]}"
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do
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  echo "Publishing ${crate}"
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  cp ../docs/LICENSE-MIT "$crate"
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  cp ../docs/LICENSE-APACHE "$crate"
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  pushd "$crate"
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  git add LICENSE-MIT LICENSE-APACHE
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  cargo publish --no-verify --allow-dirty
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  popd
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  sleep 20
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done
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popd
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echo "Publishing root crate"
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cargo publish --allow-dirty
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echo "Cleaning local state"
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git reset HEAD --hard
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