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The generic glTF tutorial in #1 still has some open issues that I will list here, straight from my "TODO" list. (If appropriate, some of them might be pulled out into dedicated issues).
Add the legalese statements for using the Khronos logos....
Consider adding an overview for recommended OpenGL/WebGL tutorials in JavaScript/C++/Java...
In gltfTutorial_002_BasicGltfStructure.md, mention embedded and binary glTF
Make the formatting (backticking) consistent. Should it be "The mesh contains a mesh primitive", or "The mesh contains a meshPrimitive"? Which is considered more readable?
Make the naming pattern for example JSON consistent. Right now, user-defined names are named like "exampleMesh". Should this be "mesh0", as this is usually written by the export tools?
The section "Image data in images" in gltfTutorial_002_BasicGltfStructure.md mentioned the image formats, internalFormat etc. This should be explained in gltfTutorial_005_MeshesTexturesImagesSamplers.md! See also glTF issue 728
In gltfTutorial_004_ScenesNodesCamerasAnimations.md, at "Animation samplers", mention that the interpolation there is LINEAR, and mention the other interpolation types. Particularly, mention SLERP with implementation notes for JavaScript/Java/C++...
For the "Local and global transforms" in gltfTutorial_004_ScenesNodesCamerasAnimations.md
For the buffer->bufferView->accessor structure in gltfTutorial_007_BuffersBufferViewsAccessors.md
...
Some images have to be improved: gltfStructure.pngshould say ".vert/.frag files" instead of ".glsl files". The technique.png looks a bit confusing.
For some points, it is not clear whether they should be described generically, in the tutorial, or whether they should be part of a dedicated section showing the "Implementation of a renderer" - for example:
In gltfTutorial_006_MaterialsTechniquesProgramsShaders.md, there should be a link to the implementation section, showing how the "Techniqe parameter values" are eventually passed to OpenGL.
In gltfTutorial_006_MaterialsTechniquesProgramsShaders.md, the "Implementation notes" for the program compilation are somewhat extensive, and would fit better into the implementation section
In gltfTutorial_004_ScenesNodesCamerasAnimations.md, consider adding a summary "Playing the animations". However, such a section could better fit into the implementation section, which shows how the pieces of information are finally assembled into a renderer
The text was updated successfully, but these errors were encountered:
Most of these points have either been tackled or become obsolete with the changes that have been done after the first pull request was sent out. I'll close this for now. Individual points can be brought up as dedicated issues, if necessary.
The generic glTF tutorial in #1 still has some open issues that I will list here, straight from my "TODO" list. (If appropriate, some of them might be pulled out into dedicated issues).
mesh
contains ameshPrimitive
"? Which is considered more readable?"exampleMesh"
. Should this be"mesh0"
, as this is usually written by the export tools?images
" in gltfTutorial_002_BasicGltfStructure.md mentioned the image formats, internalFormat etc. This should be explained in gltfTutorial_005_MeshesTexturesImagesSamplers.md! See also glTF issue 728LINEAR
, and mention the other interpolation types. Particularly, mentionSLERP
with implementation notes for JavaScript/Java/C++...node
property, and the "context awareness" of the semantics when no node is given (see https://github.com/KhronosGroup/glTF/tree/master/specification#semantics )technique.states
gltfStructure.png
should say ".vert/.frag files" instead of ".glsl files". Thetechnique.png
looks a bit confusing.For some points, it is not clear whether they should be described generically, in the tutorial, or whether they should be part of a dedicated section showing the "Implementation of a renderer" - for example:
The text was updated successfully, but these errors were encountered: