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clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
..
doc_classes GLTF: Add GODOT_single_root extension 2023-09-26 10:18:52 -05:00
editor Merge pull request #81194 from rcorre/blend-import-76338 2023-10-02 13:16:11 +02:00
extensions Merge pull request #81851 from aaronfranke/gltf-single-root 2023-09-26 17:52:51 +02:00
structures [Modules] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-26 16:44:52 +02:00
README.md
SCsub
config.py
gltf_defines.h
gltf_document.cpp Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
gltf_document.h GLTF: Add GODOT_single_root extension 2023-09-26 10:18:52 -05:00
gltf_state.cpp
gltf_state.h Vertex and attribute compression to reduce the size of the vertex format. 2023-10-05 12:02:23 -06:00
gltf_template_convert.h
register_types.cpp
register_types.h

README.md

Godot GLTF import and export module

In a nutshell, the GLTF module works like this:

  • The structures/ folder contains GLTF structures, the small pieces that make up a GLTF file, represented as C++ classes.
  • The extensions/ folder contains GLTF extensions, which are optional features that build on top of the base GLTF spec.
  • GLTFState holds collections of structures and extensions.
  • GLTFDocument operates on GLTFState and its elements.
  • The editor/ folder uses GLTFDocument to import and export 3D models.