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When using the draco compression extension, buffers are embed into the gltf file which is not the case when not using this extension.
When using the gltf-pipeline, "separate option" is always "false" in your code : if (this.compress || this.binary) { this.log('Post-processing gltf output...'); const options: any = { resourceDirectory: this.baseDir, separate: false, separateTextures: false, stats: false, name: 'output' }; if (this.compress) { options.dracoOptions = { compressionLevel: 10 }; }
This should be very useful for importers that does not support embed buffers (cf. GLTF Fast for Unity.
The text was updated successfully, but these errors were encountered:
Sure, we can change that. What's your suggestion? Perhaps using separate: true when this.binary === false, and using separate: false when this.binary === true?
When using the draco compression extension, buffers are embed into the gltf file which is not the case when not using this extension.
When using the gltf-pipeline, "separate option" is always "false" in your code :
if (this.compress || this.binary) { this.log('Post-processing gltf output...'); const options: any = { resourceDirectory: this.baseDir, separate: false, separateTextures: false, stats: false, name: 'output' }; if (this.compress) { options.dracoOptions = { compressionLevel: 10 }; }
This should be very useful for importers that does not support embed buffers (cf. GLTF Fast for Unity.
The text was updated successfully, but these errors were encountered: