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Babylon Polymorph

This is the official open source offering for Babylon Polymorph (Updated and Maintained by the Babylon Native team). See this article for more details.

This repo is under heavy development. Don't use this in production.

Getting Started

This section will outline the simple steps needed to get started with the Babylon Polymorph repo. To begin development, you will need:

Step 1

Using git, navigate to the folder that will hold your repo and clone the repo:

git clone https://github.com/BabylonJS/BabylonPolymorph.git

Step 2

Once your repo is cloned, in git, use the following commands to go into the repo folder and download all required submodules:

cd BabylonPolymorph

git submodule update --init --recursive

Step 3

Use CMake to generate the build files

Open up the Command Prompt and navigate to \BabylonPolymorph\Morphs\Importers. In this folder, enter the following commands:

mkdir Build
cd Build

If you're fine with using the latest versions of Visual Studio, Windows SDK, and building against x64, the following command will take care of the rest:

cmake ..

If you want to build against a specific architecture, you can use the -A flag to change it (eg. cmake -A Win32 ..). You can also change the generator that you want to use with the -G flag (eg. *cmake -G "Visual Studio 16 2019" ..).

Step 4

Open BabylonPolymorph\Morphs\Importers\Build\BabylonImporters.sln in Visual Studio 2019.

Contributing

Please read CONTRIBUTING.md for details on our code of conduct, and the process for submitting pull requests.

Reporting Security Issues

Security issues and bugs should be reported privately, via email, to the Microsoft Security Response Center (MSRC) at secure@microsoft.com. You should receive a response within 24 hours. If for some reason you do not, please follow up via email to ensure we received your original message. Further information, including the MSRC PGP key, can be found in the Security TechCenter.

Development Notes

The importers in this repo make use of the following libraries:

  • DirectXTex: Used for handling reading and writing of textures. (MIT License)
  • glTF-SDK: Used for handling reading and writing of glTF files. (MIT License)
  • RapidJSON: Used with glTF-SDK for validation/serialization purposes. (MIT License)

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