scurest

Results 182 comments of scurest

As I've already said, BLEND does not mean "render in a second pass and disable depth".

It literally says nothing about if the depth test should pass on equality.

I don't really have a problem with importing BLEND as BLENDED btw. And the cloud example will export as BLEND regardless of surface_render_method.

Current status: * There is [a PR for Blender](https://projects.blender.org/blender/blender/pulls/122297) that will redirect `blend_method` to `surface_render_method` in the Python API. This means glTF OPAQUE and MASK will import as Blender DITHERED...

>For backwards compatibility reasons, the glTF exporter will need to recognize a > node and export it as MASK. ```diff diff --git a/addons/io_scene_gltf2/blender/exp/material/gltf2_blender_search_node_tree.py b/addons/io_scene_gltf2/blender/exp/material/gltf2_blender_search_node_tree.py index b33fa544..2960ca58 100644 --- a/addons/io_scene_gltf2/blender/exp/material/gltf2_blender_search_node_tree.py +++...

The blend_method code can be replaced.

All animations play at 60fps. If there is something in the file to tell how fast an animation should play, I don't know where it is.

Labeling the graph like this ![out](https://user-images.githubusercontent.com/11024420/75987252-42247b00-5eb5-11ea-827d-c47df07c5f3a.png) You can convert glTF to this form with (notation is from [Appendix C](https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation)) W0 = (tk, **v**k) W1 = ((2/3) tk + (1/3) tk+1,...