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meshes vs instanceSkin #255
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The proposal would be to move skeletons and sources in skin. |
@RemiArnaud can you provide a concrete before/after JSON example? @fabrobinet will be the best person to provide feedback, but this is the most confusing part of glTF to me (perhaps necessarily so) so I am interested in anything that will simplify it.
From the schema: "A node will have either the camera, light, meshes, or instanceSkin property defined" |
@fabrobinet for 1.0? |
I am not comfortable agreeing or punting this without a concrete schema proposal, @RemiArnaud can you write it down so that there is no ambiguity ? |
If we want to consider this for 1.0, please provide an concrete JSON schema proposal. |
Seeing no proposals, closing. |
Hold on, wasn't this really just a naming thing? Why not just go with In general I think we could ditch the 'instance' naming and simplify things. A material could have a |
I'm not sure it is as simple as a rename, I think there is a semantic difference. @fabrobinet any chance you recall? If this is just a rename, then, yes, I am all for dropping the |
Beyond the rename, I don't think we want to contemplate a redesign right now. Do you like the technique rename idea too? |
Yes, but let's see the schema proposal. |
For which, the new materials/techniques/common design? |
I'm not sure what you are talking about anymore, but let's keep all material discussion in #84. |
For 1.0 for this issue I suggest we either (1) do nothing, or Before "Geometry-mesh019Node": {
"children": [],
"instanceSkin": {
"meshes": [
"Geometry-mesh019"
],
"skeletons": [
"locator047Node",
"locator051Node"
],
"skin": "Controller-mesh019"
},
"matrix": [...],
"name": "Cesium_Man"
} After "Geometry-mesh019Node": {
"children": [],
"meshes": [
"Geometry-mesh019"
],
"skeletons": [
"locator047Node",
"locator051Node"
],
"skin": "Controller-mesh019",
"matrix": [...],
"name": "Cesium_Man"
} This explicitly implies that a node can't have both a skin and meshes (for rendering), which we already say in the schema (#255 (comment)). @tparisi @tfili what do you think? I'm OK with either option. Let's try to converge ASAP. |
In general I am for simplifying Tony Parisi
|
I'm good with simplifying as well. |
Updated converter in dev-1.0 at fb40b4c |
@tparisi please close this when the spec is updated. |
@pjcozzi please review the language thanks |
Looks good. |
This is related to #100, I thought it would be better to create an new issue to discuss a specific design matter rather than adding to #100.
In node, we can have meshes and instanceSkin
Design wise, I think we can improve this bringing better uniformity. Basically, I think we either should have instanceMesh and instanceSkin, or we can have meshes and skins in node.
Basically an instanceXX - as in instanceProgram - enable referencing a shared/read-only object and augmenting or specializing it with additional parameters. so far we have made node reference specific objects, and not use instances. This may create a bit of duplication, but its a simpler design, and so far the duplications have been minor, and it IMHO it fits better a run-time format.
So, could we change a bit the skin design, so that node can reference a specific skin, rather than using a instanceSkin?
Other questions: can we have both skins and meshes in a node?
Also noticed: a node can have many meshes (meshes: []) but only one instanceSkin ?
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