Contributor to the glTF format, and the glTF-Blender-IO addon. Blender fan since 2005.
- User Since
- Oct 18 2005, 12:13 AM (778 w, 4 d)
Thu, Sep 17
New issue created for glTF emission strength here: https://github.com/KhronosGroup/glTF-Blender-IO/issues/1216
Wed, Sep 16
Mar 18 2020
Mar 13 2020
Hi all. glTF is a delivery format, not an interchange format. Internally, glTF stores its data the same way as "vertex attributes" in OpenGL/WebGL or other realtime graphics APIs, so that it is ready for rendering immediately even on mobile or low-power devices. As a result, glTF does not store vertices as merged as an artist might expect. Any vertices that have discontinuous UVs or discontinuous normals (as flat-shaded models do) must be split per-face to be stored in GPU-ready form.
Mar 5 2020
Fix thanks to scurest in https://github.com/KhronosGroup/glTF-Blender-IO/pull/961
Jan 7 2020
Committed in https://developer.blender.org/rBM6044
Jan 5 2020
Sep 13 2019
This affects multiple importers. I confirmed this impacts the OBJ importer, not just glTF.
Sep 6 2019
@Brendon Murphy (meta-androcto) Julien fixed the glTF addon with this diff: https://developer.blender.org/rBAd8e78e3cdcd2adba905b1729c859753df90a9632
Jul 20 2019
Jul 17 2019
I'm new to Differential. Is there an extra step to close this out now that it's been committed?
Comitted in https://developer.blender.org/rBM5545
That would be great, thanks!
Jul 16 2019
Thanks for the review. I made the changes to the wording, and here are the updated images:
Jul 15 2019
Jul 11 2019
May 22 2019
Was this object "Shade Flat" or "Shade Smooth"? We had a known issue with custom normals on top of flat-shaded meshes, https://github.com/KhronosGroup/glTF-Blender-IO/issues/436 that just got closed an hour ago, the fix hasn't even been copied over to this repository yet.
May 13 2019
Mar 18 2019
Upstream issue: https://github.com/KhronosGroup/glTF-Blender-IO/issues/358
Mar 4 2019
@Tobias Heinke (TobiasH) In the import/export section, the lowercase "if" was intentional, to match the formatting of the rest of the section. The way this section is structured is a little odd, as each heading is considered part of the sentence that follows it. Probably this whole thing needs a rewrite at some point, but putting a capital letter there doesn't seem to be the correct solution.
Mar 1 2019
@Julien DUROURE (julien) Can we add this? Thanks!
Feb 28 2019
Feb 27 2019
@Julien DUROURE (julien) There should be some new images that go along with this change, can you check?
Jan 4 2019
Issue copied upstream: https://github.com/KhronosGroup/glTF-Blender-IO/issues/205
Dec 13 2018
@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.
Dec 6 2018
@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.
Nov 24 2018
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.