Fix typo & markdown error.
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@ -69,13 +69,13 @@ Some of these switches are not obvious:
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but it can be useful e.g. for loaders that don't understand the .glb format.
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but it can be useful e.g. for loaders that don't understand the .glb format.
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- `--flip-u` and `--flip-v`, when enabled, will apply a `x -> (1.0 - x)`
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- `--flip-u` and `--flip-v`, when enabled, will apply a `x -> (1.0 - x)`
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function to all `u` or `v` texture coordinates respectively. The `u` version
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function to all `u` or `v` texture coordinates respectively. The `u` version
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is perhaps not commonly used, but flipping `v` is **the default behaviour*.
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is perhaps not commonly used, but flipping `v` is **the default behaviour**.
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Your FBX is likely constructed with the assumption that `(0, 0)` is bottom
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Your FBX is likely constructed with the assumption that `(0, 0)` is bottom
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left, whereas glTF has `(0, 0)` as top left. To produce spec-compliant glTF,
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left, whereas glTF has `(0, 0)` as top left. To produce spec-compliant glTF,
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we must flip the texcoords. To request unflipped coordinates:
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we must flip the texcoords. To request unflipped coordinates:
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- `--long-indices` lets you force the use of either 16-bit or 32-bit indices.
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- `--long-indices` lets you force the use of either 16-bit or 32-bit indices.
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The default option is auto, which make the choice on a per-mesh-size basis.
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The default option is auto, which make the choice on a per-mesh-size basis.
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- `--compute-mormals` controls when automatic vertex normals should be computed
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- `--compute-normals` controls when automatic vertex normals should be computed
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from the mesh. By default, empty normals (which are forbidden by glTF) are
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from the mesh. By default, empty normals (which are forbidden by glTF) are
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replaced. A choice of 'missing' implies 'broken', but additionally creates
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replaced. A choice of 'missing' implies 'broken', but additionally creates
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normals for models that lack them completely.
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normals for models that lack them completely.
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