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Conventionally, the second UV map (`TEXCOORD1`, `UV1`) is used for lightmap UVs. This commit allows Bevy to import them, so that a custom shader that applies lightmaps can use those UVs if desired. Note that this doesn't actually apply lightmaps to Bevy meshes; that will be a followup. It does, however, open the door to future Bevy plugins that implement baked global illumination. ## Changelog ### Added The Bevy glTF loader now imports a second UV channel (`TEXCOORD1`, `UV1`) from meshes if present. This can be used by custom shaders to implement lightmapping. |
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Cargo.toml |