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Using glTF for Compact Transportation of Colored Geometry #411
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just checked for COLLADA examples, there is at least a version in the Assimp test suite that uses a standard blinn material - not super simple, but simpler than specifying shaders etc.: |
I think there's a couple of ways we can approach this:
Please let us know your thoughts.
JSON Schema doesn't have very robust validation compared to, for example, XML. We can improve this a bit by upgrading from JSON Schema 3 to 4, but we need to evaluate the tools for 4 first (#252). |
Thanks, I added some comment on the material stuff in #84.
Actually, I was just curious if my usage of glTF was OK - the |
We need to think through requiring scenes, materials, etc. since I think there are at least a few use cases where users will just want materials (e.g., because it is shared for many assets), geometry (e.g., because they have their own material system), etc. As I mentioned above, glTF profiles may be the way to go here instead of having lots of dummy properties, we just need to think through if this creates too much fragmentation. |
The material description is being discussed in #84. |
Yes, thanks. |
I'm currently trying to figure out how a valid glTF scene would look like for our default use case, which is shipping colored geometry. With X3D, we can do this easily by using the following:
(Here, X3DGeometryNode is just an abstract placeholder for some concrete X3D Geometry, such as IndexedTriangleSet)
The nice thing is that the
Material
node will use default values for everything and implement a simple phong material - here, we only changed the gray, default diffuse color to red.With SRC, the idea was to use something like this instead inside the X3D scene:
This assumes we would use the EXT_binary_glTF extension.
However, it seems quite hard to use only a subset of glTF for this purpose, especially because of the technique system. Concretely speaking, it would be nice if one could just use a default blinn/phong material, like in X3D.
Here is a stripped down version of the collada duck, which I validated against the most recent schema from the
spec-1.0
branch (using the HTML validator):full version
Although this passes validation, it is not exactly valid because of the cheap trick of using "my-implicit-blinn-phong-technique"... but what could be the solution here? I found this older thread in issue #288, the problem there seemed to similar.
The technique in the COLLADA duck example file does not seem to be minimalistic at all, but maybe there's already a valid way to get a more compact solution?
Also, note that this file passed validation although there is no scene, no nodes, etc. - not a problem for my use case, just wanted to ask if it is intended to be like this.
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