Implementation of triangle UVs subdivision in TriangularMesh's SubdivideLoop or SubdivideMidpoint functions
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- C++
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Description
**Is your feature request related to a problem? Please describe.**
I wish to upsample the mesh and for the UV texture coordinates of the faces/vertices to be updated in the process. I need to be able to create a pointcloud from this mesh with the correct colour information.
**Describe the solution you'd like**
When creating the new triangular faces and verticies, interpolate between the texture UV coordinates.
**Describe alternatives you've considered**
I tried uniform sampling of the mesh, however this interpolates between vertex colours, and does not use the UV mapping. This does not help me in some cases where I have a high resolution texture but low resolution mesh.
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