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Remove <source> configuration API #5
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Sorry to bring this up way late in the game. I would argue that you could infer the model type by the file extension if
eg for video
Also the naming of Doing this would allow for the follow:
|
@mikkoh thanks for that feedback! Recently, our rationale has been that USDZ will be very difficult to support on the web (compared to glTF, which is a relatively constrained and well specified data structure). That said, I think we might want to reconsider this approach for a few non-USDZ cases. For example, a user may have one or more of the following:
And expect Granted, this scenario is somewhat contrived. But, I think you are correct @mikkoh that we will ultimately contend with multiple meaningful notions of "source" (just as |
A couple notes:
In general I don't think Nevertheless, the suggestion of |
I agree with this. To the extent that formats are not in some way related to glTF I don't think we should support them outside of fallback scenarios like USDZ on iOS.
My rationale behind the
My mistake. The canonical Three.js example led me astray. Is it just mime-type that sets a DRACO-compressed glTF apart then? Or is it the presence of an extension? Some other signal? |
A glTF file using the Draco extension (
... in this case both a client that supports Draco and a client that does not can still download only the data they actually need. However, I'm not sure it's reasonable to ask users to prepare their models this way, and it's still less efficient than having two separate Pulling on a different thread here: (1) it would be highly advantageous for Magic Leap to support Draco compression, and we should encourage them to do so, and (2) it's likely possible to load a Draco-compressed glTF file in There are other extensions threejs may support that other renderers may not: KHR_texture_transform and KHR_materials_pbrSpecularGlossiness for example. Taking a bit of inspiration from <model-viewer>
<source src="A.usdz" />
<source src="B.glb"
size="4mb"
extensions="KHR_draco_mesh_compression, KHR_texture_transform"/>
<source src="C.glb"
size="30mb"
extensions=""/>
Oh noes.
</model-viewer> |
Also note that some extensions, like ^The model shown here (no extensions) renders great on my laptop, but has a low FPS on my iPhone SE. By adding the ^I may be overcomplicating the actual needs for |
@donmccurdy I think you are striking at a very real problem we will be approaching, which is that there are limits to how adaptive |
This discussion has been great, BTW, just want to suggest to folks that we move further discussion to the newly opened issue #429 |
It's pedantically correct but potential confusing - including requiring users to know/specify mime-types).
Instead, use a simpler, attribute-based approach. The main glTF resource can remain
source
, and we can have other optional attributes forsource-usdz
and potentiallysource-ml
(orsource-fbx
).The text was updated successfully, but these errors were encountered: