Right now the gltf loader just throws all scenes into a single entity, which isn't great, because most of the time you only need a single scene.
In fact, often gltf only has a single scene, ideally it wouldn't create any extra 'root' entities in that case.
I think parseGltf should probably contain an option that allows you to pick a specific scene, but it should also still be possible to load all scenes, otherwise you lose the benefit of sharing materials etc. between scenes.
The spec also says
A glTF asset that does not contain any scenes SHOULD be treated as a library of individual entities such as materials or meshes.
The gltf spec has some things to say about how scenes work: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#scenes
Right now the gltf loader just throws all scenes into a single entity, which isn't great, because most of the time you only need a single scene. In fact, often gltf only has a single scene, ideally it wouldn't create any extra 'root' entities in that case. I think
parseGltf
should probably contain an option that allows you to pick a specific scene, but it should also still be possible to load all scenes, otherwise you lose the benefit of sharing materials etc. between scenes.The spec also says
Not sure how to deal with that though...