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First up, this is fantastic work that you guys are doing, much appreciated!
Was wondering if it is possible to get an option to export a mesh from Blender directly to a .mesh file (with uv's, verte…
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I would be best if there was a native 3dsMax Exporter which supported glTF2. Conversions from Collada or FBX are starting from already flawed data.
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In Blender 2.8 Beta, I've imported Stanford dragon and exported it in ".gltf + bin" format. In the generated gltf file, geometry is split in multiple "primitive objects" such that indices are **unsign…
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If multiple nodes use the same animation, and the nodes have different parent inverses, the animations are wrong for nodes with a different parent inverse to the first node.
I'm not sure what a san…
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**Describe the bug**
The skinned meshes display in the incorrect positions.
**To Reproduce**
Steps to reproduce the behavior:
1. Load into blender
2. File -> Export ->glTF2.0
3. Check to skin…
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I'm trying to evaluate this library for animated gltf2 support.
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**Godot version:**
Godot Engine v3.1.1.stable.official
**OS/device including version:**
Window 10 pro 1909
**Issue description:**
.glb/.gltf import does not correctly import the camera Clip e…
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I think there is a bug in the BRDF evaluation of materials with metallic value:
if (metallic) {
point.specular = point.specular * (1 - metallic) + metallic * point.diffuse;
…
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@scurest
Think there is still some perf improvement that can be done.
I have a mesh, with more than 5000 primitives, sharing an accessor for position, one for normal, and one for UV.Currently, it…
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Currently/To the best of my knowledge the only shininess setting for phong material is shininess (mtl Ns) but mtl supports a shininess map (map_Ns). I'm sure it's a pretty big deal but I'd be eternall…