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Experimental Godot implementation #8

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aaronfranke opened this issue Jul 24, 2024 · 0 comments
Open

Experimental Godot implementation #8

aaronfranke opened this issue Jul 24, 2024 · 0 comments

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@aaronfranke
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Hello! Even though glTFX is not yet finalized, I think it's great, so I wanted to implement it in Godot Engine.

This implementation is not to be considered a source of truth, and is subject to change whenever Khronos changes this repo.

Link: https://github.com/aaronfranke/godot-gltfx-reference-format (this is a plugin that you add to a project, requires Godot Engine 4.4 or later for full features, which does not exist yet, so for now I am running a build of Godot's master branch).

Here are some trivial test files generated by my implementation: gltfx_test_files.zip

In order to make this, I mostly looked at the old glXF specification, but made the following assumptions:

  • Since the format is called "glTF External Reference Format" instead of "glTF Experience Format", I assumed that "experience": true would be replaced by "reference": true.
  • Since the format is now called "glTFX", I assumed that the file extension would be .gltfx.
  • Since the existing examples do not include "scene" and "scenes", I did not do this either. See Consider removing support for multiple scenes in a single asset glTF#1542 - multi-scene file formats aren't really a thing, and people have asked for this to be removed from glTF. I don't think glTFX should have this feature if it's being removed from glTF.
  • I did not implement the "scene" property of asset. See Consider removing support for multiple scenes in a single asset glTF#1542 - multi-scene file formats aren't really a thing, and people have asked for this to be removed from glTF. I don't think glTFX should encourage something that people consider a bad idea.
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