Andreas Atteneder

Results 224 comments of Andreas Atteneder

This problem could be easily solved, if the glTF generator would produce a vertex position accessor with `normalized` set to `true`. This way the node's transform wouldn't need such extreme...

Starting with version [0.18](https://github.com/zeux/meshoptimizer/releases/tag/v0.18), users of [gltfpack](https://github.com/zeux/meshoptimizer) can now create normalized accessors by using the `-vpn` CLI option. This solves this problem.

The [High-Precision Framework](https://github.com/Unity-Technologies/com.unity.gis.high-precision-framework) has been released recently. Investigation is outstanding.

@Holo-Krzysztof Thanks for this PR and reporting #386 ! Although generally I'm in favor of making this change, it's a breaking change and requires a major version bump. glTFs that...

Update: When thinking about glTF material import in the bigger picture, three approaches come to mind: 1. Import to glTF shaders (current default) 2. Import to Unity Lit/Standard shaders (to...

As discussed earlier, your use-case is very valid, but stands in contradiction to normalizing glTF shader property names. I finished said renaming work now and it landed in the main...

Currently you cannot disable animation import from the `GltfAsset`'s inspector. However, you can load it manually from code like so: ```csharp async void Start() { var gltf = new GltfImport();...

> Currently you cannot disable animation import from the `GltfAsset`'s inspector. I'm considering exposing those in the inspector though. Watch out for the next release.

Hi @uyjulian , Thanks for your interest. This, along with preserving the overall vertex buffer stream layout and using MeshDataArrays is definitely desirable and should be evaluated. Just as a...

Hi and thanks for the suggestion, I second the suggestions from @Looooong and would add using KTX textures to the list. Regarding compression: We'd have to start doing benchmarks on...