- User Since
- Oct 18 2005, 12:13 AM (686 w, 4 d)
Thu, Dec 13
@Ivaylo Gogov (ivaydesign) glTF version 2.0 does not ship with raw shaders, as they are not very portable between different platforms (WebGL, OpenGL, Vulkan, Direct3D, Metal...). Often a shader is very deeply paired with the inner workings of the particular rendering engine it's used by, and can't meaningfully move between engines even on the same platform. glTF 1.0 had WebGL shaders and was tied specifically to the WebGL platform for this reason, but in glTF 2.0 the shaders have gone away, replaced by PBR (Physically Based Rendering) and a set of well-defined texture maps that enable a wide range of physically plausible materials. Thus, glTF 2.0 enjoys platform-independence and engine-independence.
Thu, Dec 6
@Ivaylo Gogov (ivaydesign) In the past few days there have been major improvements to the export settings, but unfortunately a serious bug has crept in with the "Save Settings" feature. I believe this will be fixed in the next few days.
Sat, Nov 24
Hi all, may I ask a process question here? I'm curious what's the best strategy to keep development efforts synchronized between here and the Khronos GitHub repository. I believe the plan is for issues and patches to continue to be managed on GitHub, unless we create administrative problems in so doing.