Open JPhilipp opened 2 years ago
Hi,
I see glTFast primarily as an importer/exporter and that's where my focus will be foreseeable future.
Mesh editing operations like merging/welding verts and calculating normals best be done in a 3D authoring tool prior to exporting the final glTF. Also, doing this at runtime would slow loading down.
That being said, I don't rule out that this is desirable for design-time import and I'll leave the request open to get a feel about its demand.
Thanks
I hear you, but maybe these arguments help you see the issue:
Still hoping I don't have to go back to TriLib as I like for the library to be open source, and your iteration and support is also great!
For the moment, I found this script which does a good job when added to all child meshFilters after glft.Load() success. It also throws errors on some models, but I'll see if they can be fixed.
If anyone wants to volunteer integrating it, will accept PRs. Note: make sure you're not infringing any copyright laws.
Integration for design-time/Editor imports is the easiest. Just hook it into GltfImporter.OnImportAsset
where all imported meshes are iterated.
Runtime requires meeting glTFast's performance standards (running on threads/C# Jobs without useless memory allocations), which is more sophisticated to implement.
I'm working a lot with low-poly models, like the massive Creative Commons licensed Google Poly archive. When using e.g. TriLib on GLTF files and disabling Import Normals, one can get a nice curved look by using the Smoothing Angle (see bottom pipe); the same is also available on some of Unity's native mesh imports. In glTFast, I can't seem to find such a feature (see top pipe). But maybe I'm looking in the wrong place -- any help much appreciated!
The test pipe (CC-licensed by CreativeTrio): pipe.zip
Thanks!