コード例 #1
0
ファイル: blender_mesh.cpp プロジェクト: dfelinto/blender
/* Create vertex color attributes. */
static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
{
  if (subdivision) {
    BL::Mesh::vertex_colors_iterator l;

    for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
      if (!mesh->need_attribute(scene, ustring(l->name().c_str())))
        continue;

      Attribute *attr = mesh->subd_attributes.add(
          ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);

      BL::Mesh::polygons_iterator p;
      uchar4 *cdata = attr->data_uchar4();

      for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
        int n = p->loop_total();
        for (int i = 0; i < n; i++) {
          float3 color = get_float3(l->data[p->loop_start() + i].color());
          /* Compress/encode vertex color using the sRGB curve. */
          *(cdata++) = color_float_to_byte(color_srgb_to_linear_v3(color));
        }
      }
    }
  }
  else {
    BL::Mesh::vertex_colors_iterator l;
    for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
      if (!mesh->need_attribute(scene, ustring(l->name().c_str())))
        continue;

      Attribute *attr = mesh->attributes.add(
          ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);

      BL::Mesh::loop_triangles_iterator t;
      uchar4 *cdata = attr->data_uchar4();

      for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
        int3 li = get_int3(t->loops());
        float3 c1 = get_float3(l->data[li[0]].color());
        float3 c2 = get_float3(l->data[li[1]].color());
        float3 c3 = get_float3(l->data[li[2]].color());

        /* Compress/encode vertex color using the sRGB curve. */
        cdata[0] = color_float_to_byte(color_srgb_to_linear_v3(c1));
        cdata[1] = color_float_to_byte(color_srgb_to_linear_v3(c2));
        cdata[2] = color_float_to_byte(color_srgb_to_linear_v3(c3));
        cdata += 3;
      }
    }
  }
}
コード例 #2
0
ファイル: blender_mesh.cpp プロジェクト: dfelinto/blender
static void create_mesh(Scene *scene,
                        Mesh *mesh,
                        BL::Mesh &b_mesh,
                        const vector<Shader *> &used_shaders,
                        bool subdivision = false,
                        bool subdivide_uvs = true)
{
  /* count vertices and faces */
  int numverts = b_mesh.vertices.length();
  int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length();
  int numtris = 0;
  int numcorners = 0;
  int numngons = 0;
  bool use_loop_normals = b_mesh.use_auto_smooth() &&
                          (mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK);

  /* If no faces, create empty mesh. */
  if (numfaces == 0) {
    return;
  }

  if (!subdivision) {
    numtris = numfaces;
  }
  else {
    BL::Mesh::polygons_iterator p;
    for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
      numngons += (p->loop_total() == 4) ? 0 : 1;
      numcorners += p->loop_total();
    }
  }

  /* allocate memory */
  mesh->reserve_mesh(numverts, numtris);
  mesh->reserve_subd_faces(numfaces, numngons, numcorners);

  /* create vertex coordinates and normals */
  BL::Mesh::vertices_iterator v;
  for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
    mesh->add_vertex(get_float3(v->co()));

  AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
  Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
  float3 *N = attr_N->data_float3();

  for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
    *N = get_float3(v->normal());
  N = attr_N->data_float3();

  /* create generated coordinates from undeformed coordinates */
  const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.length() == 0) &&
                                    (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT));
  if (mesh->need_attribute(scene, ATTR_STD_GENERATED) || need_default_tangent) {
    Attribute *attr = attributes.add(ATTR_STD_GENERATED);
    attr->flags |= ATTR_SUBDIVIDED;

    float3 loc, size;
    mesh_texture_space(b_mesh, loc, size);

    float3 *generated = attr->data_float3();
    size_t i = 0;

    for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) {
      generated[i++] = get_float3(v->undeformed_co()) * size - loc;
    }
  }

  /* create faces */
  if (!subdivision) {
    BL::Mesh::loop_triangles_iterator t;

    for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
      BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()];
      int3 vi = get_int3(t->vertices());

      int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
      bool smooth = p.use_smooth() || use_loop_normals;

      if (use_loop_normals) {
        BL::Array<float, 9> loop_normals = t->split_normals();
        for (int i = 0; i < 3; i++) {
          N[vi[i]] = make_float3(
              loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
        }
      }

      /* Create triangles.
       *
       * NOTE: Autosmooth is already taken care about.
       */
      mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
    }
  }
  else {
    BL::Mesh::polygons_iterator p;
    vector<int> vi;

    for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
      int n = p->loop_total();
      int shader = clamp(p->material_index(), 0, used_shaders.size() - 1);
      bool smooth = p->use_smooth() || use_loop_normals;

      vi.resize(n);
      for (int i = 0; i < n; i++) {
        /* NOTE: Autosmooth is already taken care about. */
        vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
      }

      /* create subd faces */
      mesh->add_subd_face(&vi[0], n, shader, smooth);
    }
  }

  /* Create all needed attributes.
   * The calculate functions will check whether they're needed or not.
   */
  attr_create_pointiness(scene, mesh, b_mesh, subdivision);
  attr_create_vertex_color(scene, mesh, b_mesh, subdivision);

  if (subdivision) {
    attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs);
  }
  else {
    attr_create_uv_map(scene, mesh, b_mesh);
  }

  /* for volume objects, create a matrix to transform from object space to
   * mesh texture space. this does not work with deformations but that can
   * probably only be done well with a volume grid mapping of coordinates */
  if (mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
    Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
    Transform *tfm = attr->data_transform();

    float3 loc, size;
    mesh_texture_space(b_mesh, loc, size);

    *tfm = transform_translate(-loc) * transform_scale(size);
  }
}
コード例 #3
0
ファイル: blender_mesh.cpp プロジェクト: dfelinto/blender
static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivide_uvs)
{
  if (b_mesh.uv_layers.length() != 0) {
    BL::Mesh::uv_layers_iterator l;
    int i = 0;

    for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
      bool active_render = l->active_render();
      AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
      ustring uv_name = ustring(l->name().c_str());
      AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
      ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());

      /* Denotes whether UV map was requested directly. */
      const bool need_uv = mesh->need_attribute(scene, uv_name) ||
                           mesh->need_attribute(scene, uv_std);
      /* Denotes whether tangent was requested directly. */
      const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
                                (active_render && mesh->need_attribute(scene, tangent_std));

      Attribute *uv_attr = NULL;

      /* UV map */
      if (need_uv || need_tangent) {
        if (active_render)
          uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
        else
          uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);

        if (subdivide_uvs) {
          uv_attr->flags |= ATTR_SUBDIVIDED;
        }

        BL::Mesh::polygons_iterator p;
        float2 *fdata = uv_attr->data_float2();

        for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
          int n = p->loop_total();
          for (int j = 0; j < n; j++) {
            *(fdata++) = get_float2(l->data[p->loop_start() + j].uv());
          }
        }
      }

      /* UV tangent */
      if (need_tangent) {
        AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
        ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
        bool need_sign = (mesh->need_attribute(scene, sign_name) ||
                          mesh->need_attribute(scene, sign_std));
        mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
      }
      /* Remove temporarily created UV attribute. */
      if (!need_uv && uv_attr != NULL) {
        mesh->subd_attributes.remove(uv_attr);
      }
    }
  }
  else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
    bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
    mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
    if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
      mesh->subd_attributes.remove(ATTR_STD_GENERATED);
    }
  }
}
コード例 #4
0
ファイル: blender_mesh.cpp プロジェクト: diekev/blender
static void create_mesh(Scene *scene,
                        Mesh *mesh,
                        BL::Mesh& b_mesh,
                        const vector<Shader*>& used_shaders,
                        bool subdivision=false,
                        bool subdivide_uvs=true)
{
	/* count vertices and faces */
	int numverts = b_mesh.vertices.length();
	int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length();
	int numtris = 0;
	int numcorners = 0;
	int numngons = 0;
	bool use_loop_normals = b_mesh.use_auto_smooth() && (mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK);

	BL::Mesh::vertices_iterator v;
	BL::Mesh::tessfaces_iterator f;
	BL::Mesh::polygons_iterator p;

	if(!subdivision) {
		for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
			int4 vi = get_int4(f->vertices_raw());
			numtris += (vi[3] == 0)? 1: 2;
		}
	}
	else {
		for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
			numngons += (p->loop_total() == 4)? 0: 1;
			numcorners += p->loop_total();
		}
	}

	/* allocate memory */
	mesh->reserve_mesh(numverts, numtris);
	mesh->reserve_subd_faces(numfaces, numngons, numcorners);

	/* create vertex coordinates and normals */
	for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
		mesh->add_vertex(get_float3(v->co()));

	AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
	Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
	float3 *N = attr_N->data_float3();

	for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
		*N = get_float3(v->normal());
	N = attr_N->data_float3();

	/* create generated coordinates from undeformed coordinates */
	if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
		Attribute *attr = attributes.add(ATTR_STD_GENERATED);
		attr->flags |= ATTR_SUBDIVIDED;

		float3 loc, size;
		mesh_texture_space(b_mesh, loc, size);

		float3 *generated = attr->data_float3();
		size_t i = 0;

		for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
			generated[i++] = get_float3(v->undeformed_co())*size - loc;
	}

	/* Create needed vertex attributes. */
	attr_create_pointiness(scene, mesh, b_mesh, subdivision);

	/* create faces */
	vector<int> nverts(numfaces);
	vector<int> face_flags(numfaces, FACE_FLAG_NONE);
	int fi = 0;

	if(!subdivision) {
		for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
			int4 vi = get_int4(f->vertices_raw());
			int n = (vi[3] == 0)? 3: 4;
			int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
			bool smooth = f->use_smooth() || use_loop_normals;

			/* split vertices if normal is different
			 *
			 * note all vertex attributes must have been set here so we can split
			 * and copy attributes in split_vertex without remapping later */
			if(use_loop_normals) {
				BL::Array<float, 12> loop_normals = f->split_normals();

				for(int i = 0; i < n; i++) {
					float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);

					if(N[vi[i]] != loop_N) {
						int new_vi = mesh->split_vertex(vi[i]);

						/* set new normal and vertex index */
						N = attr_N->data_float3();
						N[new_vi] = loop_N;
						vi[i] = new_vi;
					}
				}
			}

			/* create triangles */
			if(n == 4) {
				if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
				   is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
				{
					mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth);
					mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth);
					face_flags[fi] |= FACE_FLAG_DIVIDE_24;
				}
				else {
					mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
					mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
					face_flags[fi] |= FACE_FLAG_DIVIDE_13;
				}
			}
			else {
				mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
			}

			nverts[fi] = n;
		}
	}
	else {
		vector<int> vi;

		for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
			int n = p->loop_total();
			int shader = clamp(p->material_index(), 0, used_shaders.size()-1);
			bool smooth = p->use_smooth() || use_loop_normals;

			vi.reserve(n);
			for(int i = 0; i < n; i++) {
				vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();

				/* split vertices if normal is different
				 *
				 * note all vertex attributes must have been set here so we can split
				 * and copy attributes in split_vertex without remapping later */
				if(use_loop_normals) {
					float3 loop_N = get_float3(b_mesh.loops[p->loop_start() + i].normal());

					if(N[vi[i]] != loop_N) {
						int new_vi = mesh->split_vertex(vi[i]);

						/* set new normal and vertex index */
						N = attr_N->data_float3();
						N[new_vi] = loop_N;
						vi[i] = new_vi;
					}
				}
			}

			/* create subd faces */
			mesh->add_subd_face(&vi[0], n, shader, smooth);
		}
	}

	/* Create all needed attributes.
	 * The calculate functions will check whether they're needed or not.
	 */
	attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision);
	attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision, subdivide_uvs);

	/* for volume objects, create a matrix to transform from object space to
	 * mesh texture space. this does not work with deformations but that can
	 * probably only be done well with a volume grid mapping of coordinates */
	if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
		Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
		Transform *tfm = attr->data_transform();

		float3 loc, size;
		mesh_texture_space(b_mesh, loc, size);

		*tfm = transform_translate(-loc)*transform_scale(size);
	}
}
コード例 #5
0
ファイル: blender_mesh.cpp プロジェクト: diekev/blender
/* Create uv map attributes. */
static void attr_create_uv_map(Scene *scene,
                               Mesh *mesh,
                               BL::Mesh& b_mesh,
                               const vector<int>& nverts,
                               const vector<int>& face_flags,
                               bool subdivision,
                               bool subdivide_uvs)
{
	if(subdivision) {
		BL::Mesh::uv_layers_iterator l;
		int i = 0;

		for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
			bool active_render = b_mesh.uv_textures[i].active_render();
			AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
			ustring name = ustring(l->name().c_str());

			/* UV map */
			if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
				Attribute *attr;

				if(active_render)
					attr = mesh->subd_attributes.add(std, name);
				else
					attr = mesh->subd_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);

				if(subdivide_uvs) {
					attr->flags |= ATTR_SUBDIVIDED;
				}

				BL::Mesh::polygons_iterator p;
				float3 *fdata = attr->data_float3();

				for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
					int n = p->loop_total();
					for(int j = 0; j < n; j++) {
						*(fdata++) = get_float3(l->data[p->loop_start() + j].uv());
					}
				}
			}
		}
	}
	else if(b_mesh.tessface_uv_textures.length() != 0) {
		BL::Mesh::tessface_uv_textures_iterator l;

		for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
			bool active_render = l->active_render();
			AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
			ustring name = ustring(l->name().c_str());

			/* UV map */
			if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
				Attribute *attr;

				if(active_render)
					attr = mesh->attributes.add(std, name);
				else
					attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);

				BL::MeshTextureFaceLayer::data_iterator t;
				float3 *fdata = attr->data_float3();
				size_t i = 0;

				for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
					int tri_a[3], tri_b[3];
					face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);

					float3 uvs[4];
					uvs[0] = get_float3(t->uv1());
					uvs[1] = get_float3(t->uv2());
					uvs[2] = get_float3(t->uv3());
					if(nverts[i] == 4) {
						uvs[3] = get_float3(t->uv4());
					}

					fdata[0] = uvs[tri_a[0]];
					fdata[1] = uvs[tri_a[1]];
					fdata[2] = uvs[tri_a[2]];
					fdata += 3;

					if(nverts[i] == 4) {
						fdata[0] = uvs[tri_b[0]];
						fdata[1] = uvs[tri_b[1]];
						fdata[2] = uvs[tri_b[2]];
						fdata += 3;
					}
				}
			}

			/* UV tangent */
			std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
			name = ustring((string(l->name().c_str()) + ".tangent").c_str());

			if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) {
				std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
				name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
				bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std));

				mikk_compute_tangents(b_mesh,
				                      &(*l),
				                      mesh,
				                      nverts,
				                      face_flags,
				                      need_sign,
				                      active_render);
			}
		}
	}
	else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
		bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
		mikk_compute_tangents(b_mesh,
		                      NULL,
		                      mesh,
		                      nverts,
		                      face_flags,
		                      need_sign,
		                      true);
	}
}
コード例 #6
0
ファイル: blender_mesh.cpp プロジェクト: diekev/blender
/* Create vertex color attributes. */
static void attr_create_vertex_color(Scene *scene,
                                     Mesh *mesh,
                                     BL::Mesh& b_mesh,
                                     const vector<int>& nverts,
                                     const vector<int>& face_flags,
                                     bool subdivision)
{
	if(subdivision) {
		BL::Mesh::vertex_colors_iterator l;

		for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
			if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
				continue;

			Attribute *attr = mesh->subd_attributes.add(ustring(l->name().c_str()),
			                                            TypeDesc::TypeColor,
			                                            ATTR_ELEMENT_CORNER_BYTE);

			BL::Mesh::polygons_iterator p;
			uchar4 *cdata = attr->data_uchar4();

			for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
				int n = p->loop_total();
				for(int i = 0; i < n; i++) {
					float3 color = get_float3(l->data[p->loop_start() + i].color());
					*(cdata++) = color_float_to_byte(color_srgb_to_scene_linear(color));
				}
			}
		}
	}
	else {
		BL::Mesh::tessface_vertex_colors_iterator l;
		for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
			if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
				continue;

			Attribute *attr = mesh->attributes.add(ustring(l->name().c_str()),
			                                       TypeDesc::TypeColor,
			                                       ATTR_ELEMENT_CORNER_BYTE);

			BL::MeshColorLayer::data_iterator c;
			uchar4 *cdata = attr->data_uchar4();
			size_t i = 0;

			for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
				int tri_a[3], tri_b[3];
				face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);

				uchar4 colors[4];
				colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
				colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
				colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
				if(nverts[i] == 4) {
					colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
				}

				cdata[0] = colors[tri_a[0]];
				cdata[1] = colors[tri_a[1]];
				cdata[2] = colors[tri_a[2]];

				if(nverts[i] == 4) {
					cdata[3] = colors[tri_b[0]];
					cdata[4] = colors[tri_b[1]];
					cdata[5] = colors[tri_b[2]];
					cdata += 6;
				}
				else
					cdata += 3;
			}
		}
	}
}