-
-
Notifications
You must be signed in to change notification settings - Fork 21.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
GLTF2: Resolve #29265 #29273
GLTF2: Resolve #29265 #29273
Conversation
Please try more models. |
5e87c8e
to
d1b8908
Compare
ebb99a3
to
be992e4
Compare
Maybe I'm mistaken, but I've noticed in the code that the node name property is used to find parent nodes, etc. Most exporters, specially those included in authoring packages, will fill names from the names in the scene... But glTF does not require nodes, meshes or materials to have a specific and unique name. Which means that names can be null, or repeated (I could export a model with all the nodes having the same name) It is better to use object pointers or indices for referencing. |
Godot doesn't allow non unique names in the same level. I think I can keep the requirement that it has a unique name in the entire file. I cannot use object pointers or indices to reference. Generating a standard uuid is too difficult to use. [edited] This is important when you import the same file into the existing scene. |
@fire So, does it mean a gltf model with nameless nodes cannot be imported? |
* Skeleton element is ignored KhronosGroup/glTF#1270 * Set depth draw mode for transparent materials. * A -1 parent means it's root, so do not dereference that node. * A file with no scene is acceptable. * Canonicalize gltf node names.
@reduz's comment for now:
|
This should be resolved by the current changes in master. |
References: #29265