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KHR_draco_mesh_compression #874
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# KHR_draco_mesh_compression | ||
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## Contributors | ||
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* Fan Zhang, Google, <mailto:zhafang@google.com> | ||
* Ondrej Stava, Google, <mailto:ostava@google.com> | ||
* Frank Galligan, Google, <mailto:fgalligan@google.com> | ||
* Kai Ninomiya, Google, <mailto:kainino@google.com> | ||
* Patrick Cozzi, Cesium, [@pjcozzi](https://twitter.com/pjcozzi) | ||
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## Status | ||
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Draft | ||
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## Dependencies | ||
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Written against the glTF 2.0 spec. | ||
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## Overview | ||
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This extension defines an schema to use Draco geometry compression libraries in glTF format. This allows glTF to support streaming compressed geometry data instead of the raw data. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. a schema There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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The [conformance](#conformance) section specifies what an implementation must to do when encountering this extension, and how the extension interacts with the attributes defined in the base specification. | ||
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## glTF Schema Updates | ||
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Draco geometry compression library could be used for `primitive` by adding an `extension` property to a primitive, and defining its `KHR_draco_mesh_compression` property. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If a There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Unless the loader doesn't support Draco and use the fallback uncompressed data? |
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The following picture shows the structure of the schema update. | ||
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**Figure 1**: Structure of geometry compression extension. | ||
![](figures/structure.png) | ||
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In general, we will use the extension to point to the buffer that contains the compressed data. The major change is that `accessor` in extended `primitive` no | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Suggested tweak: " There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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longer point to a `bufferView`. Instead, the `attributes` of a primitive will use the decompressed data. This is valid because in glTF 2.0, `bufferView` is not required in `accessor`, although if it is not present or the id is 0, it will be used with `sparse` field to act as a sparse accessor. In this extension, we will ignore the `bufferView` property. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think this was discussed offline, but to confirm - does this create a scenario for bottom-up loaders where they might fill an There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes. For bottom-up loading, even if the accessor is filled with zeros, it will be accessed through There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. points There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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Usage of the extension must be listed in the `extensionUsed` and `extensionsRequired`. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Will a glTF asset with Draco compression fail to load with a loader that doesn't support Draco? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Is it possible to create an asset that has both Draco compressed geometry and core non-compressed geometry? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Thank you for the input! There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The scenario I was imagining is where an asset is hosted on a server. If I want that asset to be the most compatible with all loaders, I would want an asset that can serve both core and Draco compressed. I would have expected that a single asset will be able to do this. Clients that understand Draco will download only the compressed bits. Clients that don't will continue to download the core bits. I am worried using extensionsRequired will cause fragmentation. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It would be possible to define a fallback efficiently: include But, IMO this might be unnecessarily complex for v1 of this spec. I would be OK with saying that the Draco extension is always required, and does not provide a fallback, for v1. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This looks a good solution. Just two thoughts. One thing is that a loader should determine whether or not support the extension when checking I think the fallback has one problem left that if the loader supports the extension but there's some attributes, e.g. user defined generic attributes, that are not compressed in the extension. In this case, that attribute will have conflict There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Sounds good on the first point. I don't think I understand the second. Taking this example again, with four uncompressed attributes:
And let's assume the Draco extension defines compressed versions of the first three, but not But, that choice of buffers should probably be an implementation note and not part of the spec. It would be technically valid for an exporter to put all the compressed and redundant uncompressed data into one buffer, even though that is inefficient. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I might not completely understand your design. In your example, for the binary source with Draco and without Draco, the buffer for There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The buffer and byte offset for In an efficient case, it would be:
And then, a loader supporting Draco would load only It would also be valid to have all of the above in the same There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I see. Thanks for the clarification. I was more thinking of the case where all binary data is in one .bin file. But you are right, it's more implementation-wise problem, not the spec. |
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```javascript | ||
"extensionsUsed" : [ | ||
"KHR_draco_mesh_compression" | ||
] | ||
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"extensionsRequired" : [ | ||
"KHR_draco_mesh_compression" | ||
] | ||
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``` | ||
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The extension then could be used like, not that all other nodes stay the same | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Not following this sentence. Is the intention to say that only the There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes. Changed description. |
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except `primitives`: | ||
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```javascript | ||
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"mesh" : { | ||
"primitives" : [ | ||
{ | ||
"attributes" : { | ||
"POSITION" : 11, | ||
"NORMAL" : 12, | ||
"TEXCOORD_0" : 13, | ||
}, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The attributes above are ignored when the extension is present, correct? Or do these accessors have some special meaning to the Draco extension? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. In practical, for an implementation of loader like ThreeJS, it might be OK to ignore the attributes. But it is preferred not to ignore There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. So I assume you mean that the primitive might list additional attributes here, beyond those encoded in the Draco buffer? If so, then let's clarify this example by changing
... in which case, a loader would be expected to load POSITION, NORMAL, and TEXCOORD_0 from the Draco buffer, and then to add TEXCOORD_1 from a traditional accessor. Alternatively, do we consider it valid to include POSITION in In previous comments, |
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"indices" : 10, | ||
"mode" : 4 | ||
"extensions" : { | ||
"KHR_draco_mesh_compression" : { | ||
"bufferView" : 5, | ||
"indicesCount" : 1000, | ||
"vertexCount" : 500, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Nit: There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Changed. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Hm
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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"attributes" : [ | ||
{ | ||
"semantic" : "POSITION", | ||
"componentType" : 5126, | ||
"type" : "VEC3", | ||
}, | ||
{ | ||
"semantic" : "NORMAL", | ||
"componentType" : 5126, | ||
"type" : "VEC3", | ||
}, | ||
{ | ||
"semantic" : "TEXCOORD_0", | ||
"componentType" : 5126, | ||
"type" : "VEC2", | ||
}, | ||
] | ||
} | ||
} | ||
}, | ||
] | ||
} | ||
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"bufferViews" : [ | ||
// ... | ||
// bufferView of Id 5 | ||
{ | ||
"buffer" : 10, | ||
"byteOffset" : 1024, | ||
"byteLength" : 10000 | ||
} | ||
// ... | ||
} | ||
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``` | ||
We will explain each of the property in the following sections. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. properties Should we just remove this line? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Removed. |
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#### bufferView | ||
The `bufferView` property points to the buffer containing compressed data. The data should be passed to a mesh decoder and decompressed to a | ||
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mesh. | ||
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#### indicesCount, vertexCount | ||
`indicesCount` and `vertexCount` are references for verifying the decompression of | ||
mesh. | ||
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#### attributes | ||
The decompressed mesh needs to be write to the memory for uploading to GPU, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "to the GPU" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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including indices and attributes data. `attributes` is used to define the | ||
order of the attributes. For example, if we have the above `attributes`, then we need to write the attributes to vertex buffer like | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "to a vertex buffer" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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-------------------------------------------------- | ||
| POSITION | NORMAL | TEXCOORD_0 | | ||
-------------------------------------------------- | ||
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`componentType` and `type` are duplicated properties in | ||
`accessor` of `attributes`. The purpose of having these in the extension is to | ||
define how to write the decompressed mesh to buffer for uploading to GPU without | ||
refering to the sibling `attributes` node. | ||
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The extension currently don't support morph targets, e.g. `targets` is used in | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "don't" -> "doesn't" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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`primitive`. | ||
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#### Restrictions on geometry type | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. When using this extension, the There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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When using this extension, the `mode` of `primitive` could only be one of | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. As a future idea for the Draco team outside the scope of this extension, there are use cases for line compression, especially in the geospatial world, e.g., roads, rivers, county borders, etc. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Acknowledged. Sounds good to us. |
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`POINTS`, `TRIANGLES` and `TRIANGLE_STRIP` and the mesh data will be decoded accordingly. For example, if `mode` is `POINTS`, then the | ||
decompressed geometry will be a point cloud. | ||
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### JSON Schema | ||
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For full details on the `KHR_draco_mesh_compression` extension properties, see the schema: | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It could be cool to try the latest wetzel (CesiumGS/wetzel#4) to generate reference doc to paste in here like the glTF spec has. |
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* [extension property](schema/node.KHR_draco_mesh_compression.schema.json) `KHR_draco_mesh_compression` extensions object. | ||
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## Conformance | ||
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To process this extension, there are some changes need to be made in loading | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "loading a glTF asset" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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glTF. | ||
* When encounter a `primitive` with the extension the first time, must process the extension first. Get the data from the pointed `buffer` in the extension and decompress the data to a geometry of a specific format, e.g. Draco geometry. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "encountering" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "for the first time" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "you must process" There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "pointed buffer" or "pointed bufferView?" The extension references the bufferView, right? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
I'm not following this; isn't the data already in the Draco format and now we want to decompress it into a raw format? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes. The extension refers to a Yes. The purpose is eventually decompress to a raw format. I just separated it into 1) decompressing data using the library, 2) writing the mesh to raw format. I figured it will be a little cleaner. |
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* Write the indices and vertex data of the mesh to separate buffers. This allows for uploading data with different target including ARRAY_BUFFER and ELEMENT_ARRAY_BUFFER. When writing attributes to a buffer, the order should follow property `attributesOrder` as discribed above. | ||
* Then, process `attributes` and `indices` properties of the `primitive`. When handling `accessor`, insteading of getting data from the regular `bufferView --> buffer`, get the data from the buffers created in previous step. | ||
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It is pretty straigtforward for top-down loading of glTF file, e.g. only | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "a glTF asset" We generally don't say file since, for example, binary glTF (.glb) may be part of a byte stream in memory. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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decompress the geometry data when a `primitive` is met the first time. However, for | ||
bottom-up loading, loading `accessor` before `primitive` will not get the data. It could only be handled when processing its parent `primitive`. This is based on the consideration that it will rarely happen that | ||
loading an `accessor` without knowing its parent `primitive`. And it should be | ||
easy enought to change the loader to ignore `accessor` without `bufferView` in glTF 2.0. But we are | ||
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Probably remove this from the spec, but put it at the top of the PR so folks in the community reviewing this will know you are open to feedback. I'll help spread the word on twitter. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Added to the description of PR. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. enough There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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definitely open to change this if there actually is some use cases that require | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. are some There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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loading `accessor` independently. | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Per comment above, could I suggest that the |
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## Alternative Approach | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Perhaps put this in an appendix (still in this README.md). There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Actually perhaps this does belong in a separate .md file, then this file can link to it as an alternative that was considered just like the OpenGL extensions have the FAQ sections. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Done |
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We also thought about other designs for adding geometry compression as an extension, but we don't think they are as good as the proposed one. We will describe one here in case someone is interested. | ||
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The idea is to add an extension object `decompressedBuffer` to `bufferView` instead of `primitive`. See the following picture for the structure of the alternative approach. | ||
`decompressedBuffer` will work like `bufferView` but pointing to compressed data. The extension will basically declare that the data pointed by the `bufferView` is compressed geometry data. Then for bottom-up loading, the process is to decompress the data when the `bufferView` is loaded, and store the data as a normal buffer of `bufferView`. So after decompression `bufferView` should work the same with or without the extension. For top-down loading, when `accessor` requires the data through `bufferView` the first time, the loader needs to look at the decompressed mesh data of `bufferView` instead of regular `bufferView` --> `buffer` approach. | ||
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The advantage of this alternative approch is that it has less impact on the modularity of layers of standard glTF spec. For example, for bottom-up loading, it only requires to load `decompressedBuffer` between `buffer` and `bufferView` so that it could replace the data used by `bufferView`. However, it will change the `bufferView` that its `buffer` property will not be used any more. Another disadvantage is that it is not good for high level understanding and looks hacky. The proposed approach is mush easier to understand and the structure is clear since the compression is applied on the mesh/primitive objects. But we are definitely open to discussions about the choice we made. | ||
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This is also probably better to put in the PR than the spec. |
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**Figure 2**: Structure of extension. | ||
![](figures/decompressed.png) |
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{ | ||
"$schema" : "http://json-schema.org/draft-04/schema", | ||
"title" : "attribute", | ||
"type" : "object", | ||
"properties" : { | ||
"semantic" : { | ||
"type" : "string", | ||
"description" : "Mesh attribute semantic. e.g. POSITION, NORMAL, TEXCOORD, COLOR, JOINT, WEIGHT and the form [sementic]_[set_index] for TEXCOORD and COLOR.", | ||
}, | ||
"componentType" : { | ||
"type" : "integer", | ||
"description" : "The datatype of components in the attribute.", | ||
"enum" : [5120, 5121, 5122, 5123, 5125, 5126], | ||
"gltf_enumNames" : ["BYTE", "UNSIGNED_BYTE", "SHORT", "UNSIGNED_SHORT", "FLOAT"], | ||
"gltf_detailedDescription" : "The datatype of components in the attribute. All valid values correspond to WebGL enums. The corresponding typed arrays are `Int8Array`, `Uint8Array`, `Int16Array`, `Uint16Array` and `Float32Array`, respectively.", | ||
"gltf_webgl" : "`vertexAttribPointer()` type parameter" | ||
}, | ||
"type" : { | ||
"type" : "string", | ||
"description" : "Specifies if the attribute is a scalar, vector, or matrix.", | ||
"enum" : ["SCALAR", "VEC2", "VEC3", "VEC4", "MAT2", "MAT3", "MAT4"], | ||
"gltf_detailedDescription" : "Specifies if the attribute is a scalar, vector, or matrix, and the number of elements in the vector or matrix." | ||
}, | ||
} | ||
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}, | ||
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{ | ||
"$schema" : "http://json-schema.org/draft-04/schema", | ||
"title" : "KHR_draco_mesh_compression extension", | ||
"type" : "object", | ||
"properties" : { | ||
"bufferView" : { | ||
"allOf" : [ { "$ref" : "glTFid.schema.json" } ], | ||
"description" : "The index of the bufferView." | ||
}, | ||
"indicesCount" : { | ||
"type" : "integer", | ||
"description" : "The number of indices of this primitive.", | ||
"minimum" : 0 | ||
}, | ||
"vertexCount" : { | ||
"type" : "integer", | ||
"description" : "The number of vertex of this primitive.", | ||
"minimum" : 0 | ||
}, | ||
"attributes" : { | ||
"type" : "array", | ||
"description" : "The information for correctly writing attributes of decompressed geometry to a buffer.", | ||
"items" : { | ||
"allOf" : [ { "$ref" : "attribute.KHR_draco_mesh_compression.schema.json" } ], | ||
"description" : "Information of each attribute that is in the compressed geometry.", | ||
} | ||
}, | ||
}, | ||
"additionalProperties" : false, | ||
"required" : ["bufferView", "attributes"] | ||
} |
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All Khronos specifications should contain the standard Copyright Header:
https://www.khronos.org/members/login/groups/Agreements%20and%20Licenses/Open%20Source%20Repository%20Resources/Khronos%20Specification%20Copyright%20License%20Header%20V3%20May17.txt
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As the Draco extension is referring to significant external documents – namely the Bitstream specification we should also include, and be consistent with the additional header wording for normative clarity:
https://www.khronos.org/members/login/groups/Agreements%20and%20Licenses/Open%20Source%20Repository%20Resources/Khronos%20Copyright%20License%20Header%20Addition%20for%20NORMATIVE%20CLARITY%20Oct17.txt Note - this has some boiler plate that needs to be tweaked to fit the spec.
The key text in the header is:
Some parts of this Specification are purely informative and do not define requirements
necessary for compliance and so are outside the Scope of this Specification. These
parts of the Specification are marked by the "
Note
" icon or designated "Informative
"<replace/insert specific conventions for the specification here>.
And
Where this Specification includes normative references to external documents, only the
specifically identified sections and functionality of those external documents are in
Scope. Requirements defined by external documents not created by Khronos may contain
contributions from non-members of Khronos not covered by the Khronos Intellectual
Property Rights Policy.
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Done