Skip to content
#

gltf

Here are 344 public repositories matching this topic...

jjhembd
jjhembd commented Jul 19, 2022

A Material instance currently gives no indication of whether its textures are loaded or not. This makes unit testing difficult.

For example, the following test will fail since the image is not loaded before the scene renders:

it("renders blue from a blue texture", function () {
  primitive.appearance.material = Materia
sanjeetsuhag
sanjeetsuhag commented Apr 3, 2020

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

bug good first issue
glTFast
atteneder
atteneder commented Feb 7, 2022

The following glTF primitive modes are not implemented:

-TRIANGLE_STRIP
-TRIANGLE_FAN

Unity does not support those out of the box, so glTFast needs to generate indices (similar to how it creates them for missing indices on TRIANGLES mode primitives).

Unfortunately I've never encountered such a glT

enhancement help wanted good first issue
glTF-Transform
robertlong
robertlong commented Apr 13, 2020

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
good first issue new feature

Improve this page

Add a description, image, and links to the gltf topic page so that developers can more easily learn about it.

Curate this topic

Add this topic to your repo

To associate your repository with the gltf topic, visit your repo's landing page and select "manage topics."

Learn more