Fix glTF not accepting VEC3 colors
Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
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201d2d7226
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@ -762,14 +762,22 @@ PoolVector<Color> EditorSceneImporterGLTF::_decode_accessor_as_color(GLTFState &
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PoolVector<Color> ret;
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PoolVector<Color> ret;
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if (attribs.size() == 0)
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if (attribs.size() == 0)
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return ret;
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return ret;
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ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
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int type = state.accessors[p_accessor].type;
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ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret);
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int components;
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if (type == TYPE_VEC3) {
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components = 3;
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} else { // TYPE_VEC4
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components = 4;
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}
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ERR_FAIL_COND_V(attribs.size() % components != 0, ret);
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const double *attribs_ptr = attribs.ptr();
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const double *attribs_ptr = attribs.ptr();
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int ret_size = attribs.size() / 4;
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int ret_size = attribs.size() / components;
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ret.resize(ret_size);
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ret.resize(ret_size);
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{
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{
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PoolVector<Color>::Write w = ret.write();
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PoolVector<Color>::Write w = ret.write();
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for (int i = 0; i < ret_size; i++) {
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for (int i = 0; i < ret_size; i++) {
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w[i] = Color(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]);
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w[i] = Color(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], components == 4 ? attribs_ptr[i * 4 + 3] : 1.0);
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}
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}
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}
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}
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return ret;
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return ret;
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