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Quantization currently skips any texture coordinates extending beyond the [0,1] range. Could improve completeness by quantizing, adding KHR_texture_transform when those are encountered. Will probably want to use the same quantization grid for all UVs in the scene, to avoid hitting limits on distinct texture transforms e.g. in three.js.
The text was updated successfully, but these errors were encountered:
Quantization currently skips any texture coordinates extending beyond the [0,1] range. Could improve completeness by quantizing, adding KHR_texture_transform when those are encountered. Will probably want to use the same quantization grid for all UVs in the scene, to avoid hitting limits on distinct texture transforms e.g. in three.js.
The text was updated successfully, but these errors were encountered: