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We are on a good truck ... aeh ... track to release the alpha version of our
#glTF Editor "Gestaltor" end of Februarypic.twitter.com/iyIalVdRQi
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The recordings from the
#glTF Tools webinar are online: https://www.youtube.com/watch?v=OnzLA_S8DfI&feature=youtu.be …@glTF3D@3DCommerceWGPrikaži ovu nit -
30th of January, I will do a
#glTF Tools presentation for@thekhronosgroup Will talk about a basic production pipeline with glTF: From the@blender_org I/O, using the IBL sampler until the Sample Viewer. It's free - register here: https://www.khronos.org/events/webinar-gltf-tools-from-khronos …@3DCommerceWG@glTF3Dpic.twitter.com/pVWbgB0tV2
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Finalizing design and making features accessible to the user in our
#glTF scene editor "Gestaltor"@glTF3Dpic.twitter.com/vuUAw3ETl0
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When you are struggling with the modern API ;-)
@opengl@VulkanAPIpic.twitter.com/YlfHFSV9QR
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We are on a good track regarding our
#glTF Scene Editor. Quite confident, to have a version ready in Q1/2020 for public. Not mentioned yet, but we will also have a free version \o/pic.twitter.com/vYjNAVsv0X
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We are currently implementing
#glTF PBR Next materials in@thekhronosgroup#glTF Sample Viewer. The progress can be tried out here: https://github.com/KhronosGroup/glTF-Sample-Viewer/tree/pbr-next …@glTF3D@3DCommerceWGpic.twitter.com/jPPFDlEdZt
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We updated our team page - hover to learn more ;-) https://www.ux3d.io/about/ pic.twitter.com/vlyehD4krV
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Thanks a lot to
@thekhronosgroup to enhance the#glTF Sample Viewer by adding#PBR next materials.@glTF3D@3DCommerceWG https://github.com/KhronosGroup/glTF-Sample-Viewer …pic.twitter.com/BKy892SPEf
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We are currently re-engineering our
@VulkanAPI based#UX3D Engine and Middleware to be more generic for rasterization, raytracing and parallel computing. First triangle is always the toughest one - so a good reason to print it out and put it on the wall :-)pic.twitter.com/0Xo4ESM9Ic
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Ever wondered, how the team from UX3D who is working on the
#glTF sample viewer and Blender I/O looks like? Here we go ... We just got a camera from the 80's ;-)pic.twitter.com/Kh3Qa3O1FA
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Khronos
#glTF 2.0 reference viewer now supports animations, skinning and morphing: https://github.com/KhronosGroup/glTF-WebGL-PBR/tree/reference-viewer …pic.twitter.com/jXLuQDtUPf
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Want ot try out the experimental
#glTF KHR_draco_mesh_compression exporter in the#Blender#glTF I/O? Give it a try here: https://github.com/KhronosGroup/glTF-Blender-IO/tree/feature/google-draco-exporter …pic.twitter.com/UMP3tgwjtg
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Today my colleagues surprised me with a very personal present ... Thank u!pic.twitter.com/gNHQUOVmuj
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Busy moving into our new office and setting up network ...pic.twitter.com/E8xVWcC2vc
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Last but not least, the
@thekhronosgroup#glTF reference viewer can also be embedded in Visual Studio@code: https://github.com/KhronosGroup/glTF-WebGL-PBR/tree/reference-viewer …pic.twitter.com/8WHYN4WWws
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Did u know? With the new
#glTF reference viewer, u can render in headless mode, generating images to compare against offline path-traced renderings or doing regression tests: https://github.com/KhronosGroup/glTF-WebGL-PBR/tree/reference-viewer …pic.twitter.com/8wNQMxyeSL
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