gltf
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Updated
Jun 28, 2020 - C++
Documentation routes
I have noticed some of the routes end with an underscore like the following.
http://docs.claygl.xyz/api/clay.Shader_.html
when the underscore is removed the route works as expected.
http://docs.claygl.xyz/api/clay.Shader.html
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Jul 1, 2020 - C++
Community contribution added in #1125
Controls a transform scale on the built-in AR button only. Eventually this could be deprecated in favor of using a ::part.
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Jul 1, 2020 - C++
@chris-little's feedback from CesiumGS/3d-tiles#405:
Can tilesets be nested hierarchically? I'm not sure from the text.
Can a tile can be "in" more than one tileset? I'm not sure how, but presumbly URIs allow this.
The answers are "yes" and "yes" but they could be clarified in the reference card.
Like the THREE one: https://github.com/mrdoob/three.js/wiki/Migration-Guide
Hello I fin the install instruction kind of unclear.
When i import the .unityPackage i get some errors regarding ImportOptions
Assets\Imports\UnityGLTF\Assets\UnityGLTF\Runtime\Scripts\Factories\ImporterFactory.cs(13,78): error CS0246: The type or namespace name 'ImportOptions' could not be found (are you missing a using directive or an assembly reference?)
The unity package is al
In addPipelineExtras, a _pipeline object with a source is added to the extras of each buffer, so it can be used in https://github.com/CesiumGS/gltf-pipeline/blob/47e25f05dcb86d271675f9b5fa5be8dee8205b55/lib/mergeBuffers.js#L29
If a custom stage adds a buffer, it will not have a extras._pipeline object and therefore, will cause a crash in the line above.
A possible solution would
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Jun 27, 2020 - C
Camera has no position or direction members...
5>D:\lighthouse2\apps\pbrtdemoapp\main.cpp(189,51): error C2039: 'position': is not a member of 'lighthouse2::Camera'
5>D:\lighthouse2\lib\RenderSystem\camera.h(25): message : see declaration of 'lighthouse2::Camera'
5>D:\lighthouse2\apps\pbrtdemoapp\main.cpp(190,52): error C2039: 'direction': is not a member of 'lighthouse2::Camera'
5>D:\lighth
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Jul 2, 2020 - Pascal
Add a Text Element
You should be able to add text to a scene. Either as a Text Geometry or SDF text, probably both.
There's already a text component in AFrame that we can use in Hubs. We would need to add a new Spoke node with the ability to preview the text.
I think we should export the following properties:
value
align
anchor
baseline
color
he
I would like a function that verifies that all naively using the document (only checking indices against -1) will not cause a buffer overrun; i tried writing this but i just started learning the gltf format this week and got confused.
I'm also pretty sure that Animation::Channel::Target::Path has only 4 valid values in the spec, and should be an enum, not a string, but maybe you know somethin
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Apr 21, 2020 - JavaScript
CameraControl has few capabilities that users don't know about, which need to be documented and demoed.
The following behaviours, for example:
- pan-to-cursor
- click-set-pivot
- rotate-about-pivot
- pan-to-pivot
Requires:
- a gltf with no animations to be the rig
- several gltfs with a clip (can there be more than one clip?)
- Run the dll via
dotnet WonderMedia.glTF.ModelClipMerger.dll - clips with the same name are overwritten in some order.
Currently there's a hard coded path too.
See discussion end of #662
logging explicit instructions to install @loaders.gl/polyfills if polyfills are detected as missing would certainly help anyone else who may find themselves facing similar issues.
Core could e.g. look for TextDecoder on global scope and issue a warning.
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Sandcastle example: open any basic shape (e.g. Rectangle) and try to set an outlineWidth, or search "outlineWidth" on this tracker and read any of a bunch of existing issues, starting with #40 (!)
Browser: any
Operating System: Windows only, apparently
Since the very beginning of Cesium, people have been trying to use the
outlineWidthproperty on EllipseGraphics, RectangleGraphics, Po