Andreas Atteneder

Results 391 comments of Andreas Atteneder

@asus4 Thanks for reporting. I can confirm that this a bug. The [glTF spec](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#meshes-overview) says: > When normals are not specified, client implementations MUST calculate flat normals and the provided...

On another note, again from the spec: > When normals are not specified, client implementations MUST calculate flat normals and the provided tangents (if present) MUST be ignored. Given this...

> In Three.js GLTF loader, it seems to override normals in the shader (with flat-shading option) instead of modifying the mesh itself. Would it be simpler? Yes, it would be....

@kyapp69 Correct, I'm focusing on quality and CI at the moment. BlendWeights and BlendIndices of a mesh should already get exported (haven't tested it though), so it boils down to...

The starting point would be [here](https://github.com/atteneder/glTFast/blob/208e025c73399539600b0e601b884c136d5bab46/Runtime/Scripts/Export/GameObjectExport.cs#L158) by passing the newly created `skin` data to `m_Writer`. hth

> Would it be better if the gltf skin is done in the writer also? I think so, yes....I didn't think it through though, so no strong opinion at this...

@Hugo-Pereira No imminent plans to start implementing it, so definitely not happening before late Q4. Help is welcome though. Thanks for bringing it up though. It gives me a feel...

Hi @Anubit93 , You are referring to runtime (as opposed to design-time), right? Two potential ways: - Import to Lit shaders - Export Lit shaders (preferred for design-time, but involves...

Opened #351 for glTF shader export

Unfortunately not. I personally won't have resources until June, but I'm happy for contributions and can offer mentoring.