Doc tweaks.
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README.md
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README.md
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@ -66,11 +66,11 @@ Some of these switches are not obvious:
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likely constructed with the assumption that `(0, 0)` is bottom left, whereas
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glTF has `(0, 0)` as top left. To produce spec-compliant glTF, you will want
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to pass `--flip-v`.
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- All three material options are, in their own way, works in progress. The
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`--pbr-metallic-roughness` switch will be chosen by default if you supply
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none of the others, and is the only one that produces glTF that does not
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depend on an extension. It is documented further below, as is
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`--khr-materials-common`.
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- All three material options are, in their own way, works in progress, but the
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`--pbr-metallic-roughness` switch is at least compliant with the core spec;
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unlike the others, it does not depend on an unratified extension. That option
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will be chosen by default if you supply none of the others. Material switches
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are documented further below.
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- If you supply any `-keep-attribute` option, you enable a mode wherein you must
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supply it repeatedly to list *all* the vertex attributes you wish to keep in
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the conversion process. This is a way to trim the size of the resulting glTF
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