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glTF 2.0: Please remove warning for empty node. #14
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Warning isn't an error in validation or conformance sense. Here's a list of all currently recognized warnings:
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Hmmm, okay I got it but e.g. if I have a warning in C/C++, I normally fix this. With the glTF 2.0 validator, I would expect somehow a similar behaviour. But I can't fix this empty node, as I really want it. The feature is good, but I would not name the output - for all of the above - as |
This threw me a bit, too. When I see a "warning" from something like a validator, I really want it to be an actionable item. While I agree it's really useful to call attention to potential problem areas, I think a label like "note" might be more appropriate? |
I'll try to take a pass soon. |
Just trying to take a best guess here, but, I think:
Of the list you have now, I think most severity levels are fine. Here are some potential changes to consider:
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Also, I hesitate to even suggest this, but I think there are some compilers/validators out there that allow individual types/codes to be configured to custom severities. For example, "Treat all degenerate triangles as errors!" or "Don't talk to me about empty nodes", etc. |
Mostly agree, couple comments:
There were certain concerns about indecomposable matrices and related precision issues. I'll follow up with proposal. Runtime severity reassignment shouldn't be that difficult but we'll have to come up with robust API (and cmd-line syntax) for such things. |
The ability to explicitly disable specific warnings can become really
interesting in the course of a real world hectic development project, where
you have to make pragmatic concessions like “Okay we screwed up our asset
pipeline and it’s too late to fix it and there’s just going to be empty
nodes in the glTF.” — but you still want all *other* validation to proceed
without lessened stringency. The command line switch for controlling such a
thing can surely be unapologetically designed for power users. :)
…On Wed, Oct 11, 2017 at 15:14 Alexey Knyazev ***@***.***> wrote:
Mostly agree, couple comments:
- UNUSED_EXTENSION_REQUIRED - direct violation of spec: Specifying
Extensions
<https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#specifying-extensions>
- IMAGE_NPOT_DIMENSIONS - while spec permits these, some hardware
won't render them without rescaling. I'm OK with demoting it to Info
after KhronosGroup/glTF-Sample-Viewer#28
<KhronosGroup/glTF-Sample-Viewer#28>.
There were certain concerns about indecomposable matrices and related
precision issues. I'll follow up with proposal.
Runtime severity reassignment shouldn't be that difficult but we'll have
to come up with robust API (and cmd-line syntax) for such things.
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@zellski @emackey // max of 100 messages, mute empty nodes
validator.validateString(name, json, loadExternalResourceCallback, 100, {"NODE_EMPTY": -1});
// unlim messages, treat npot dimensions as errors
validator.validateString(name, json, loadExternalResourceCallback, 0, {"IMAGE_NPOT_DIMENSIONS": 0}); |
I think that's great. Would this entirely replace support through command line switches? (I think that's fine; if you're interested in this level of control, encoding your requirements in a little JS script is probably preferable to a mammoth command-line invocation.) |
Fantastic work @lexaknyazev, I already use this tool daily. |
First at all, thx a lot for this. The validator did help me to remove some errors and warnings. So back to this issue:
An empty node is valid in glTF 2.0. It is even mentioned on the specification site:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes
At first, I wanted to suggest to convert this output from a
warning
to anoptimization
but I think even empty nodes do make sense, e.g. having an empty node, where in the 3D game engine a dynamic object like a weapon can be placed.So, as it is valid, it should not cause any warnings.
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