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Feature/update tinygltf 20 #1
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- Renaming 'Scene' to 'Model' to avoid confusion - glTF top objects are now arrays, and objects are referenced by index instead of id - added a few comments (required) - default values
glTF 2.0 has now PBR materials. Core material is Metallic/Roughness material Specular/glossiness is still in an extension Material properties can be number arrays (colors/factors) or JSON objects (textures)
Thank you! I'll review it!
Do you happen to know what is the best way to test skinning and morphing? |
Overall, PR looks good, but I needed to fix After doing some tests on |
I ran
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Thanks! Thanks for the report. I will take a look at this today, but please note that even if they are in Also, I should have run |
I see. I'll wait a test data.
Understand. I will try to fix parsers as much as possible by comparing with glTF 2.0 JSON schema. |
Well, some samples should work, checking |
Ok, they recently updated the samples, which is cool, and they seem to include at least one morph sample, so I'll be able to test this too. |
I have fixed parser a bit, and now the last remaining issue is parsing Binary glTF!
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Thanks.I should have a fix for the binary issue, testing. For info, binary format has been updated a bit, and now Still need to check for embedded textures btw |
There was also some fixes to do on images. It looks good from my tests. On our side, we only use the |
Thanks!
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If it's easier for you, I could include devel changes into my PR so that it only needs to be merged on master ? |
That's perfect! |
Done #2 |
Update with support for glTF 2.0, including skinning and morph (not tested yet)
Discussion: syoyo/tinygltfloader#16