OpenGL.Net
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Support for glTF
The Opengl.net's Object part seems very closely related to glTF implementation with node based architecture. I think the project should support glTF spec to widen the reach of assets and pipleline which can be readily consumed to help developers fast track their development.
Any Views?
Recently I've noticed glTF; it would be awesome to integrate a scene loader, and I have a special sight for Khronos specifications. However, I don't know how much is diffused that standard, and how many resources using this technology are available.
Just yesterday I moved OpenGL.Net.Objects in a separate github repository. The idea of the library for integrating assets loaders is to allow scalability using a plugin system. Currently a basic plugin infrastructure is implemented for images and for geometries.
In case of geometries, I've already implemented a Wavefront OBJ loaded using this infrastructure, and the sources can be found here. I use it to load some meshes, but I preferred to include it directly in the project to ease the integration, but it will be separated soon or later.
The glTF should be integrated similarly to SceneObjectCodecWavefront
, but I fear I have not enough time to follow OpenGL.Net, OpenGL.Net.Objects and another "big" project. I have already in queue the initial commit for Collada.Net, but I was waiting for OpenGL.Net.Object to have a "stable" interface.
Indeed, glTF surely can be added to OpenGL.Net.Objects repository, as a separated binary, implementing the plugin interface. At the current state, static geometries, textures and materials can be supported. Animation is a future target, but I've already managed it with Collada.Net, and the current API should be fine.
Cool, i will have a look through the plugin system, and if possible i will try to write a plugin that allows glTF assets to be included in the pipeline. Also , i was thinking to set up some demo examples of OpenGl.net object's capabilities.