Refined the glTF2 text

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Robert Beckebans 2023-04-23 10:51:41 +02:00
parent 3fd285d4bb
commit ed85005809

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@ -93,6 +93,9 @@ The basic idea about the glTF 2 `loader` is to make it easier getting models int
So all normalmaps baked in Blender or Substance Painter using the Mikktspace algorithm would look wrong.
glTF 2 fixes this problem and it not only has support for normals but also tangents and those have to be calculated the Mikkelsen way so that's a perfect fit.
You can also use .glb files for static models without a skeleton just like with the original 3ds Max .ase and Lightwave .lwo files.
On top of that you can also use glTF 2 for new camera animations but that needs to be covered in an upcoming tutorial.
I also want to go back and keep things simple so I don't want to import and configure a model like in Unity or Unreal. I just want to load models and use them and the maximum should be to specify which frame plays a foot sound or which bone needs to be used to attach an item to it.
However it might be the case that someone exports a model from Blender and in a team environment someone else needs an option to load it differently. E.g. the front in Blender is -Y and forward in Doom is +X. So we need to rotate a model by 90 degrees around Z axis. All these things did the Maya .mb -> .md5mesh converter plugin for Doom 3 and we allow similar options in model declarations.
@ -145,9 +148,6 @@ Data: Custom Properties On
Animation: Animation On, Shape Keys Off, Skinning On
```
You can also use .glb files for static models without a skeleton just like the legacy 3ds Max .ase and Lightwave .lwo files.
On top of that you can also use glTF 2 for new camera animations but that needs to be covered in an upcoming tutorial.
## glTF 2 dmap Support and Blender Mapping Workflow
I rewrote dmap 8 years ago to compile a BSP from a polygon based map format instead of brushes.