Robert Long
Robert Long
I think it might be better to make the glTF plugins expose an optional `getDependency(type, index)` function which can be used in the default case of the `switch` statement in...
Yeah, exactly 👍
Yeah I think having `NodeBuilder` built on top of `RawShaderMaterial` in the future will solve this. I've moved away from this solution and am now just patching the `ShaderChunks` to...
Hey @Mordax do you have some example models for me to test? I don't have access to a PC with Paint 3D right now. The sketchfab url would work too....
Thanks @Mordax unfortunately Spoke and Hubs do not currently support the KHR_materials_pbrSpecularGlossiness glTF extension. This is due to a bug in our glTF cache and a limitation in the Three.js...
ThreeJS now has support for cloning objects with the specular glossiness material, so we're getting close! I'll upgrade Spoke after we make the jump in Hubs.
Yeah, I think moving the decoding to a separate thread will remove most of the latency. However, I don't personally have the benchmarks to prove it yet. Then there's three...
@CWolfs that's good to know! Can you explain your process more? I'm about to start a native plugin for texture loading.
I'm working on the WebGL/WebVR side of glTF tooling now so unfortunately I no longer have the time to look into async texture loading. I wish Unity would include this...
I've started [experimenting with integrating ECSY into Spoke](https://github.com/mozilla/Spoke/pull/985). ECSY an ECS framework that we're building on the Mozilla Reality team. https://ecsy.io/ ECSY allows you to define entities which are representations...