{"action":"created","issue":{"url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier/issues/7","repository_url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier","labels_url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier/issues/7/labels{/name}","comments_url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier/issues/7/comments","events_url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier/issues/7/events","html_url":"https://github.com/Whinarn/UnityMeshSimplifier/issues/7","id":328729374,"node_id":"MDU6SXNzdWUzMjg3MjkzNzQ=","number":7,"title":"Mesh with vertex colors issue","user":{"login":"Nostromo90","id":39308345,"node_id":"MDQ6VXNlcjM5MzA4MzQ1","avatar_url":"https://avatars0.githubusercontent.com/u/39308345?v=4","gravatar_id":"","url":"https://api.github.com/users/Nostromo90","html_url":"https://github.com/Nostromo90","followers_url":"https://api.github.com/users/Nostromo90/followers","following_url":"https://api.github.com/users/Nostromo90/following{/other_user}","gists_url":"https://api.github.com/users/Nostromo90/gists{/gist_id}","starred_url":"https://api.github.com/users/Nostromo90/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Nostromo90/subscriptions","organizations_url":"https://api.github.com/users/Nostromo90/orgs","repos_url":"https://api.github.com/users/Nostromo90/repos","events_url":"https://api.github.com/users/Nostromo90/events{/privacy}","received_events_url":"https://api.github.com/users/Nostromo90/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":0,"created_at":"2018-06-02T09:26:12Z","updated_at":"2018-06-02T15:45:11Z","closed_at":null,"author_association":"NONE","body":"Hi,\r\n\r\ni have another request (it's more enhancement than bug).\r\n\r\nTo maximize perfromances in VR I use special shader and vertex color of a mesh.\r\nbut when decimation is performed on a mesh with submeshes and several colors then you remove some vertices (maybe ducplicate) but without verifying the color of vertice\r\n\r\nHere is the result.\r\n\r\n![decimated](https://user-images.githubusercontent.com/39308345/40872953-aff39ccc-6657-11e8-8514-1a8958784335.PNG)\r\n![notdecimated](https://user-images.githubusercontent.com/39308345/40872954-b0c8729e-6657-11e8-99d9-7a4d423d1743.PNG)\r\n\r\nCould you do something? without impacting too much the performances of decimation?\r\n\r\nTIA."},"comment":{"url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier/issues/comments/394096340","html_url":"https://github.com/Whinarn/UnityMeshSimplifier/issues/7#issuecomment-394096340","issue_url":"https://api.github.com/repos/Whinarn/UnityMeshSimplifier/issues/7","id":394096340,"node_id":"MDEyOklzc3VlQ29tbWVudDM5NDA5NjM0MA==","user":{"login":"Whinarn","id":2932594,"node_id":"MDQ6VXNlcjI5MzI1OTQ=","avatar_url":"https://avatars3.githubusercontent.com/u/2932594?v=4","gravatar_id":"","url":"https://api.github.com/users/Whinarn","html_url":"https://github.com/Whinarn","followers_url":"https://api.github.com/users/Whinarn/followers","following_url":"https://api.github.com/users/Whinarn/following{/other_user}","gists_url":"https://api.github.com/users/Whinarn/gists{/gist_id}","starred_url":"https://api.github.com/users/Whinarn/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Whinarn/subscriptions","organizations_url":"https://api.github.com/users/Whinarn/orgs","repos_url":"https://api.github.com/users/Whinarn/repos","events_url":"https://api.github.com/users/Whinarn/events{/privacy}","received_events_url":"https://api.github.com/users/Whinarn/received_events","type":"User","site_admin":false},"created_at":"2018-06-02T15:45:11Z","updated_at":"2018-06-02T15:45:11Z","author_association":"OWNER","body":"This might actually be a bug however. There should be more than one vertex sharing the same position around those yellow things, right? Because in that scenario where the vertices are sharing the same position but are not actually connected through triangles, then they shouldn't ever merge. With the smart linking feature they would be treated as one vertex, but the attributes should remain unique for both of them. But seeing this, it looks like vertices with the yellow color are being merged with vertices with the red color. Or that the vertex attributes are incorrectly used during the vertex merge process.\r\n\r\nI will try to look into it from my side.\r\nAre the red and yellow parts different sub-meshes?\r\nAre they connected through triangles somewhere? Or are they separate islands so to speak?"}}
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