AnimationController hack to run morph targets animationsAnimationControllerHack.begin() and {AnimationControllerHack.end().ModelInstance and update the it to reflect the changes.AnimationControllerHack.apply(Animation, float, float) and finally {AnimationControllerHack.end().SceneSkyboxPBRCubemapAttribute.DiffuseEnvPBRCubemapAttribute.SpecularEnv
generated cubemap contains mipmaps in order to perform roughness in PBR shadingGL20.GL_POINTS,
GL20.GL_LINES,
GL20.GL_LINE_STRIP,
GL20.GL_TRIANGLES,
GL20.GL_TRIANGLE_STRIP,
GL20.GL_TRIANGLE_FAN,
etc..net.mgsx.gltf.model.material.GLTFMaterial extensionGLTFMaterial extensionnet.mgsx.gltf.model.texture.GLTFTextureInfo extensionModelInstance hack for morph targets :
- copy animations with NodeAnimationHack
- pass morph targets to shader via Renderable userDataNodeAnimation hack to store morph targets weightsNodePart hack to store morph targetsNode hack to store morph targets weightsPixmap loading from binary data via reflection in order to avoid GWT compilation issues.SceneAsset.data structure