JoshKlint

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It's good that this is at least accounted for. Is there any official file extension for GLTF materials, like "GLMF" or something?

In Leadwerks Game Engine, a material consists of the following: - Array of textures, which corresponds to GLSL image units. - Some appearance settings like depth mask, double-sided, color, lighting...

98% of materials are going to use the default PBR shader paradigm, so I am fine with that. Custom shaders are an exception and should not dictate the capabilities of...

Okay, I tried isolating a material from the damaged helment GLTF file and this is what I came up with: What do you think? ``` { "asset": { "version": "2.0"...

If we modify the damaged_helment GLTF file to use external material files, then it looks like this: ``` { "asset": { "version": "2.0" }, "materials": [ { "uri": "Helmet_mat.glmf" }...

I've been working with GLTF for a while now and have a better understanding of the format. It seems like we can use this for material files, adding some extensions...

Okay, below is an example of a valid standalone GLTF material. > Implementation Note: This allows applications to use glTF assets as libraries of individual entities such as materials or...

I removed the "type" value when I realized it was not needed. Standalone materials are used for any tiling textures in level design: It would be nice if there was...

The appeal of this to me is my users could set up collision shapes in a modeling program and export them in GLTF, giving them finer control than the auto-generated...

Here's a sample of what it might look like: ``` collisions { { "shape:" "BOX", "translation": [4,6,2] } { "shape:" "CONE", "rotation": [-0.70710678118654746,-0,-0,0.70710678118654757], "scale": [2,2,2], "translation": [1,0,0] } { "shape:"...