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The spec is (or was) silent on this point. The naive implementation of the "default material" (which should be used when no material was given) consists of a fragment shader that just emits the gray color, and a vertex shader that does the usual GL transforms.
However, this "default vertex shader" does not support skinning, because it does not have joint- and weight attributes.
This is not a big issue for now, especially considering the transition to glTF 2.0, but mentioned here so that it does not get lost.
The text was updated successfully, but these errors were encountered:
The spec is (or was) silent on this point. The naive implementation of the "default material" (which should be used when no material was given) consists of a fragment shader that just emits the gray color, and a vertex shader that does the usual GL transforms.
However, this "default vertex shader" does not support skinning, because it does not have joint- and weight attributes.
This is not a big issue for now, especially considering the transition to glTF 2.0, but mentioned here so that it does not get lost.
The text was updated successfully, but these errors were encountered: