Results 25 comments of magicien

Hi, AlicanC. Thank you for your comment. I checked the models and I had the same issue. The problem is that GLTFSceneKit doesn't support KHR_materials_pbrSpecularGlossiness extension so far. I'm going...

Great Job! I guess glossinessFactor should look like this; `material.roughness.contents = createGrayColor(white: (1.0 - data.glossinessFactor))` but I'm not sure how to use specularFactor.

Great! Now we can calculate baseColor and metalness. For performance, it seems to be better to convert image data before sending textures to GPU, but it makes it difficult to...

I made [add-specular-glossiness-support branch](https://github.com/magicien/GLTFSceneKit/tree/add-specular-glossiness-support). The spider model seems to have too large textures. When I tried downsized textures (8192 x 8192), it worked. I'm thinking of adding a feature to...

I merged add-specular-glossiness-support branch to master. Now you can see textures for the first 3 models.

I need to look into it but it seems not working with rigged models like this https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/CesiumMan

I agree with you. It should be nice to have async functions to load resources for this web friendly format. But I also want to keep the synchronous loading because...

I think that making an async loader function for each resource is the last step. For the first step, I'd like to try parallel loading of Buffers (and wait until...

Thank you for reporting! Are you using iPhone? If so, could you tell me the iOS version and which model you're using? I guess it's the known issue of SceneKit,...

I don't think the gltf file has a problem. SceneKit for iOS has some problems to handle data arrays. I'm going to check it with iOS 11.3 & iPhoneX.