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This happens in MegaSplat when you don’t read the documentation about how to setup a mesh and just guess at how it all works instead.

Ha, if you’re attempting write a shader which solves this but can’t follow the directions of how to use an asset that does, give up now.

That’s a reasonable goal.

You posted like 15-20 messages on my support channels about things which were easily learned by opening the documentation, then complain in this thread that you “stopped using my assets because of this issue” - which my assets solve quite well if you read the directions, something you clearly had not done before asking for my time. You were also given explanations by BGolus on how to get around this issue, describing the technique I use (which, as far as I know, I invented), in another thread. Yet you’re back asking for other people’s time, again, even after having been given the answer several times, and having the actual code which solves the issue to look at.

So yeah, if your goal is to learn, go for it, but don’t take out your frustrations of your ignorance on my work, as if it’s broken because you don’t understand how it works.

And if you really want another answer: There are two routes around this issue. The first is to not send indexes from the vertices, only weights (easiest) since weights will interpolate correctly - which will limit the number of textures you can have considerably. The second is what BGolus described and what MegaSplat uses (and describes in the docs), which is to mark the vertices with barycentric coordinates and use inverse barycentric interpolation to extract the un-interpolated indexes of the triangle, and then sample and blend the resulting textures based on the barycentric weights.

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