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Multi-material example #309
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Oops, I jumped the gun a bit; I still need to add the triangle reference into The next PR will be addressing #282 by adding a transforms vector that corresponds to the |
Codecov ReportBase: 91.54% // Head: 91.36% // Decreases project coverage by
Additional details and impacted files@@ Coverage Diff @@
## master #309 +/- ##
==========================================
- Coverage 91.54% 91.36% -0.18%
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Files 33 33
Lines 3608 3626 +18
==========================================
+ Hits 3303 3313 +10
- Misses 305 313 +8
Help us with your feedback. Take ten seconds to tell us how you rate us. Have a feature suggestion? Share it here. ☔ View full report at Codecov. |
@geoffder FYI, I removed the |
Is |
I'm considering it. Definitely I'll update things like |
Huh, giving a |
Yup, indeed it does. I think it's basically the same system that let's you pass |
Interesting that it does the same on it's own for user defined types with no "class/inheritance relationship". Maybe just surprising to me due to my minimal C++ experience. |
I won't be able to review this soon, I am currently on vacation for 7 days in Japan without my computer. |
@pca006132 No problem, enjoy your vacation! |
+ new meshgl accessors + remove mesh_relation_size
Good news: |
* removed BufferGeometryUtils * replaced three.js with gltf-transform * textured sphere working * added cubeUV * added textures * added relation and sorting to MeshGL * working textures example! * added faceID * removed MeshRelation * some more removal * fix output for no properties * test cleanup * Add new MeshGL accessors (replacing MeshRelation) (elalish#311) + new meshgl accessors + remove mesh_relation_size * removed meshID from public API * added input checking for MeshGL * remove C api --------- Co-authored-by: Geoff deRosenroll <geoffderosenroll@gmail.com>
Fixes #196
Fixes #286
This is a follow-on to #290 to demonstrate that the new property APIs work end-to-end by connecting them to glTF output. I've expanded
MeshGL
with a different style ofMeshRelation
data. I'm thinking I'll remove the oldMeshRelation
andtriProperties
input entirely now, basically sayingMesh
is only for pure, simple geometry, whileMeshGL
is for anything requiring mesh properties and relationships.