Doc tweaks.

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Par Winzell 2017-10-21 09:01:15 -07:00
parent bc1fdaae23
commit 05fd2d7db4
1 changed files with 5 additions and 5 deletions

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