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## Player tree
- LowerTorso (2x leg tilt)
- FootL
- FootR
- UpperTorso (2x arm tilt)
- HandL (5x finger, 5x tilt)
- HandR (5x finger, 5x tilt)
- Head (2x brow, 2x eyelid, 2x eye, 3x mouth)
## glTF extension status
| Extension | Status |
| ------------------------------- | ---------------- |
| KHR_animation_pointer | Not wanted (4) |
| KHR_draco_mesh_compression | Maybe todo |
| KHR_lights_punctual | Supported |
| KHR_materials_anisotropy | Todo |
| KHR_materials_clearcoat | Todo |
| KHR_materials_dispersion | Todo (2) |
| KHR_materials_emissive_strength | Supported |
| KHR_materials_ior | Supported |
| KHR_materials_iridescence | Todo |
| KHR_materials_sheen | Todo |
| KHR_materials_specular | Maybe todo |
| KHR_materials_transmission | Supported |
| KHR_materials_unlit | Supported |
| KHR_materials_variants | Not required (1) |
| KHR_materials_volume | Supported |
| KHR_mesh_quantization | Maybe todo |
| KHR_texture_basisu | Not required (3) |
| KHR_texture_transform | Not required (4) |
| KHR_xmp_json_ld | Todo |
| EXT_mesh_gpu_instancing | Not required (6) |
| EXT_meshopt_compression | Todo, maybe |
| EXT_texture_webp | Supported |
1. We can do the same by sharing subresources.
2. The gltf rust crate does not support that extension.
3. KTX is worse then WebP in terms of size. Transcoding on the client is
possible.
4. Automatic atlas packing is also possible on the client.
5. Introduces too much complexity and interfers with our animation system.
6. Shared parts can be optimized to instanced drawing by the client. This would
also only be a bandwidth optimization, avoiding gigantic prefabs.
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