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glTF: use NEAREST texture filtering
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27274e8324
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@ -72,9 +72,11 @@ pub fn to_gltf(
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gltf
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gltf
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}
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}
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// glTF constants
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static UNSIGNED_BYTE: u32 = 5121;
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static UNSIGNED_BYTE: u32 = 5121;
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static UNSIGNED_SHORT: u32 = 5123;
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static UNSIGNED_SHORT: u32 = 5123;
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static FLOAT: u32 = 5126;
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static FLOAT: u32 = 5126;
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static NEAREST: u32 = 9728;
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fn mesh(ctx: &Ctx, gltf: &mut GlTF) {
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fn mesh(ctx: &Ctx, gltf: &mut GlTF) {
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let verts = &ctx.prims.vertices;
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let verts = &ctx.prims.vertices;
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@ -990,6 +992,8 @@ fn materials(ctx: &Ctx, gltf: &mut GlTF) {
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object!(
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object!(
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"wrapS" => wrap(desc.wrap_s),
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"wrapS" => wrap(desc.wrap_s),
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"wrapT" => wrap(desc.wrap_t),
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"wrapT" => wrap(desc.wrap_t),
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"magFilter" => NEAREST,
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"minFilter" => NEAREST,
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)
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)
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}).collect::<Vec<JsonValue>>().into();
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}).collect::<Vec<JsonValue>>().into();
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