scurest

Results 182 comments of scurest

I realized after making my own test file that this is actually flagged invalid already. It's ``` { "code": "MESH_PRIMITIVE_ACCESSOR_UNALIGNED", "message": "Vertex attribute data must be aligned to 4-byte boundaries.",...

Well it could. Generally the importer doesn't do much validation; the validator is better at that. Also currently [the code](https://github.com/KhronosGroup/glTF-Blender-IO/blob/5250a25efb7223ef6cd89963a5f6cd16f6638009/addons/io_scene_gltf2/io/imp/gltf2_io_binary.py#L123) that does accessor decoding doesn't know whether it's decoding a...

@julienduroure That's what made me think about it, but this did not change in 3.4, it's the same in 3.3 (and probably before).

Another option is to just hardcode all translations of "[Action Stash]". Currently that list is ``` en_US [Action Stash] es [Esconder acción] fr_FR [Pile d’actions] ja_JP [保留アクション] sk_SK [Skryť akciu]...

@julienduroure Did you decide if this idea sounds good to you?

Okay, the next problem is how to implement MASK mode. Spec says > 5.19.10. material.alphaCutoff > > Specifies the cutoff threshold when in MASK alpha mode. If the alpha value...

> Also, I think in cases where a material uses the "BLENDED" render method alphaMode can be always set to BLEND on export (even if the alpha channel is unused)...

Both HASHED and BLENDED are approximations to the ideal OIT result. Neither is strictly a better fit to BLEND than the other, that's why they both exist.

> BLENDED is not order independent. I looked at the source code of EEVEE Next and it seems like it still sorts translucent objects based on their world location. Yes....

Anyway, there doesn't seem to be any point to it in the first place. If there's a Round or >= node, we _have_ to use MASK mode regardless of BLENDED/DITHERED,...