gdx-gltf
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GLTF 2.0 3D format support and PBR shader implementation for LibGDX
Hi! This pull request aims to: - improve extensibility of the Scene class: - SceneManager now instead uses AbstractScene, meaning that users can provide their own Scene implementation - Scene...
Default libgdx shader allow to have independent texture transform for each maps (diffuse, normal, specualr, etc...). With gdx-gltf PBRShader, you can only have independent texture transforms for individual UV layers...
Jitpack changed their build system making android compilation failing with current Gradle version. The android module has been temporarily disabled in order to build again. Gradle migration is needed in...
As per specification : > The number of morph targets is not limited. Client implementations SHOULD support at least eight morphed attributes. This means that they SHOULD support eight morph...
Some classes names are a bit misleading for libgdx users we have : * **SceneAsset** is what you load, it contains several SceneModel, there are no equivalent in libgdx since...
Currently, mesh nodes with negative scaling appears with normal flipped which is wrong as per [GLTF spec.](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#instantiation) : > When a mesh primitive uses any triangle-based topology (i.e., triangles, triangle...
Hello @mgsx-dev, I am trying to run a project using gdx-gltf in the browser using gwt but I am getting this error on the console: ``` GwtApplication: exception: load pixmap...
by default it's "textureX.png" which conflicts when exporting several models to the same folder. prefixing by GLTF filename would be better and have lot less conflicts.
implements point light (and indirectly spot light) shadows. maybe by using https://github.com/libgdx/libgdx/pull/5018