-
-
Notifications
You must be signed in to change notification settings - Fork 97
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Move glTF scene loading to core to allow for run-time loading #3273
Comments
Will this be available in 3.4? |
This will only be available in 4.0 as it's likely a compatibility-breaking change. |
I tested godotengine/godot#52541 and had a look at the code. This is what I was doing:
I find this API more versatile. For example:
Works correctly. The fact that I need I don't like that it has mixed terminology. There is By the way, Is there a reason why |
Can you write out what you think think the 6 apis should be? I like read vs write. Can make the flag default to DEFAULT and bake_fps to 30. |
This is what I had in mind:
Just a rename of methods to have I did consider some alternatives, but, they all have drawbacks. For example if they are called I think making |
I informed that |
Arguably In fact, submitted to your consideration, what if, They could be:
|
Your proposal is now unclear what is the source and sink. I don't have any suggestions that resolve this problem, but maybe some can be made. |
Was that unclear because it lacks We can address both. How about this:
Like this:
|
I was distracted working on a svg importer, blender import, libcurl and other work. Sorry for the delay. Will investigate. |
No need to apologize, it was me who had let you without a reply. |
@theraot I updated the pull request. |
Will create new proposals for these and close this proposal as completed.
|
Closing proposal as completed. Created two extra proposals.
|
Describe the project you are working on
Godot Engine and 3d multiplayer vr game
Describe the problem or limitation you are having in your project
glTF2 in core is needed for Virtual Reality and other uses in runtime asset import / export.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
By moving gltf2 to core we can access these functions in game templates and in editor.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Error import_scene_buffer(const PackedByteArray &p_bytes, uint32_t p_flags, int32_t p_bake_fps, Ref<GLTFState> r_state, List<String> *r_missing_deps, Error *r_err);
EditorSceneImporterMeshNode3D
andEditorSceneImporterMesh
to use function pointers that allow switching based on function pointer validity to MeshInstance3DSee also:
Future work.
ERR_FAIL_
Unify GLTFDocument
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not trivial to work around in a few lines of code. This is core.
Is there a reason why this should be core and not an add-on in the asset library?
Many cases such as VR usage to implement controller model loading require this.
The text was updated successfully, but these errors were encountered: