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glTF feature support tracker #15410

@appgurueu

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@appgurueu

We have glTF support now, but presently it is pretty minimal: It only exists to have a more modern alternative for .b3d and .x with about feature parity. This means that there are still quite a few things that don't work out of the box which I would like to support (requires Irrlicht changes, some of which I would prefer to do after completing items on #15350):

  • Support for STEP interpolation. Currently only linear interpolation is supported. This should be relatively easy to do.
  • Support for multiple, named animations, which raises the question of how the API for these should look like. I'm currently thinking adding a name and/or index field to the {x = ..., y = ...} table (see also Allow combining multiple mesh animations #12663).
  • Negative scale
  • Morph targets (Add glTF morph animation support (PoC) #16096)
  • Better material support
  • Draco mesh compression (glTF extension). glTF exports can already yield significant size improvements vs. .x / .b3d because of format and exporter quality reasons, but it still isn't really compressed. With Draco we might be able to see something like 20x size reductions.

Things I don't want to support at all, or at least not anytime soon:

  • CUBICSPLINE keyframe interpolation
  • Embedded images: Doesn't work well with our architecture which assumes assets to be single file, embedded images are less accessible, how would that interface with texture packs etc etc.
  • External resources more generally, i.e. data in .bin buffers, for similar reasons
  • Cameras (depends on a proper camera API, maybe SSCSM to begin with IMO)

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