Spent some time learning how to parse/render @glTF3D assets with Metal. Pretty easy to work with.
(Model/textures courtesy of @CesiumJS)pic.twitter.com/NYYHgMXi2Q
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Thanks, Patrick! It’s a pretty hacky proof of concept for the moment. Would need to figure out a sol’n for shader xlat. Ideas?
the direction for glTF is to move GLSL to an extension so it is reasonable to use different graphics APIs.https://github.com/KhronosGroup/glTF/issues/733 …
Looks like a move in the right direction. Would love to see a clean break from GL w/r/t enum values as well.
probably won't see that or at least not soon, remapping at runtime should be straightforward.
Indeed, it’s no real trouble. I suppose any mapping would be, ultimately, arbitrary.
ignore the shaders, and implement the upcoming PBR extension:https://github.com/KhronosGroup/glTF/pull/643 …
Does the type of a material value have to match the type of the corresponding technique param? Didn’t see this in the core spec.
the type for a parameter in a material should match the type for the same parameter in the technique.
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