Comments (13)
https://gltf-viewer.donmccurdy.com/
https://sandbox.babylonjs.com/
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@pjcozzi The latest PR #45 is as follows.
Model Name | Current | PR |
---|---|---|
Triangle Without Indices | 1.1 | 2.0 |
Triangle | 1.1 | 2.0 |
Animated Triangle | 1.1 | 2.0 |
Simple Material | 1.1 | removed |
Simple Meshes | 1.1 | 2.0 |
Advanced Material | 1.1 | removed |
Simple Opacity | 1.1 | removed |
Simple Texture | 1.1 | removed |
Cameras | 1.1 | 2.0 |
Simple Skin | 1.1 | removed |
Since there is confusion if there is a model of glTF 1.1 in the 2.0 hierarchy, I think that it is good to merge PR once.
CC @javagl
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On a similar note, some glTF 1.0 models report a version 1.0.1
, for example, the Avocado model, where as far as I know, a third number in the version string is not specified (as opposed to major and minor version).
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Several version problems seem to be solved in the following PR.
#45
Model Name | Current | PR |
---|---|---|
Triangle Without Indices | 1.1 | 2.0 |
Triangle | 1.1 | 2.0 |
Animated Triangle | 1.1 | 2.0 |
Simple Material | 1.1 | 2.0 |
Simple Meshes | 1.1 | 2.0 |
Advanced Material | 1.1 | 1.1 |
Simple Opacity | 1.1 | 1.1 |
Simple Texture | 1.1 | 2.0.0 |
Cameras | 1.1 | 2.0 |
Simple Skin | 1.1 | 1.1 |
I think that 2.0.0
of Simple Texture is incorrect.
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@pjcozzi As cx20 mentioned, the #45 update fixes most of them. The ones that still carry a 1.1 or 2.0.0 after this pull request are still to be updated.
(Maybe I have to swallow my pride of being able to render these test models with my own implementation, and just update them according to the spec. Right now, I cannot foresee how long it will take until I have my own PBR implementation working. It's challenging, for sure.)
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@javagl there are drag-and-drop glTF 2.0 loaders for three.js and BabylonJS that you could test updated models with. If you are up for it, I think it would help the ecosystem to have the sample models updated even if all our renderers aren't updated yet.
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The point is: When a model does not work as expected, I don't know who to blame: The model or the renderer. But with two renderers, we have a committee ;-) so I'll tackle this ASAP
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there are drag-and-drop glTF 2.0 loaders for three.js and BabylonJS
Does someone have the links to these two drag-and-drop loaders handy?
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Thanks @cx20! Is it OK to close this now?
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There's still one thing I want to clear up: " some glTF 1.0 models report a version 1.0.1, for example, the Avocado model, where as far as I know, a third number in the version string is not specified (as opposed to major and minor version)."
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@pjcozzi I think that Issue can be closed. All versions of the glTF 2.0 model are "2.0" now.
@peteroupc I think that it is better to make another Issue that some of the models of glTF 1.0 are "1.0.1".
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@peteroupc those "1.0.1" models should report "1.0." I submitted #72. A fix would be welcome if you are able to contribute.
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Ah, I see #71.
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Related Issues (20)
- RecursiveSkeletons is not a valid glTF file HOT 2
- Errors in Fox model
- BoxTextured and BoxTexturedNonPowerOfTwo have different texture brightness HOT 8
- Buggy model doesn't follow the 4 bytes alignment requirement of the spec for indices HOT 2
- Blender GLTF fails the gLTF validation HOT 2
- Normal texture TestMap_blur.png does not conform to the glTF 2.0 spec HOT 4
- Please rename default branch from 'master' to 'main' per Khronos policy HOT 3
- Missing license for VertexColorTest HOT 1
- Missing license for BoxVertexColors HOT 1
- Many models missing AO channel HOT 9
- stainedGlassLamp/glTF-JPG-PNG alpha is 0.5 HOT 4
- π₯π₯π₯convert obj 3d model to gltf model on server side HOT 1
- Sponza gltf materials wrong? HOT 1
- It would be great if someone can convert these PBR research models into glTF HOT 5
- Mask / Stencil shader HOT 1
- InterpolationTest oddities HOT 4
- InterpolationTest translation animations loop badly HOT 7
- Iridescence test model? HOT 6
- Anisotropy test model? HOT 6
- Directory structure issues HOT 4
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