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glTF 2.0 asset profiles and caps #829
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Regarding the |
I totally agree with per-shader extension specifying when custom shaders are used, but I'm not sure how to address this issue with glTF 2.0 core. |
@sbtron do you have any input here?
I think it is not required without GLSL.
OK with me. |
Yes premultipliesAlpha doesn't make sense without GLSL shader. Maybe it can go along with the glsl shader extension? |
Not all OpenGL ES 2.0 hardware support 32bit indices (e.g., ARM Mali-400). Moreover, on supported platforms such functionality must be enabled explicitly. |
What do you think of adopting Vulkan approach to signaling required feature set? I.e., assume WebGL 1.0 features as a universal core and require everything else explicitly. Just example: {
"asset" : {
"version" : "2.0",
"features" : [
"UINT_INDICES",
"ES3_VERTEX_FORMATS"
]
}
} Vulkan manpage: |
Vulkan approach is OK with me. @sbtron likely has the best experience to say what will scale well. |
yes this looks good. |
+1 |
Updated in #826 |
With glTF 2.0 API-neutrality, we should review current signaling of expected platform capabilities.
Here're relevant parts:
Is
premultipliedAlpha
still relevant for GLSL-less materials?Can we move
glExtensionsUsed
toasset.profile
?OES_element_index_uint
makes sense for WebGL 1.0, but must be implied with possible WebGL 2.0 profile.At the current moment, 32-bit indices support is the only major platform issue for glTF assets, since we store raw vertex and index data. Rendering such asset on a platform without 32-bit indices support will require costly CPU processing.
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