Minor README tweaks.

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Pär Winzell 2017-11-09 20:15:00 -08:00 committed by GitHub
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@ -124,7 +124,8 @@ As part of this process, you will be asked to choose which generator
to use. **At present, only Visual Studio 2017 is supported.** Older to use. **At present, only Visual Studio 2017 is supported.** Older
versions of the IDE are unlikely to successfully build the tool. versions of the IDE are unlikely to successfully build the tool.
*(MinGW support is plausible. Contributions welcome.)* *(MinGW support is plausible. The difficulty is linking statically against the
FBX SDK .lib file. Contributions welcome.)*
Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is Note that the `CMAKE_BUILD_TYPE` variable from the Unix Makefile system is
entirely ignored here; it is when you open the generated solution that entirely ignored here; it is when you open the generated solution that
@ -150,7 +151,7 @@ node, and whenever we find any node that's rotated, translated or scaled, we
record that fact in the output. record that fact in the output.
Beyond skeleton-based animation, *Blend Shapes* are also supported; they are Beyond skeleton-based animation, *Blend Shapes* are also supported; they are
read from the FBX file on a per-mesh basis, and animations can them by varying read from the FBX file on a per-mesh basis, and clips can use them by varying
the weights associated with each one. the weights associated with each one.
The baking method has the benefit of being simple and precise. It has the The baking method has the benefit of being simple and precise. It has the
@ -165,7 +166,8 @@ There are three future enhancements we hope to see for animations:
it into a long sequence of linear approximations. it into a long sequence of linear approximations.
- We do not yet ever generate - We do not yet ever generate
[sparse accessors](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#sparse-accessors), [sparse accessors](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#sparse-accessors),
but many animations would benefit from this storage optimisation. but many animations (especially morph targets) would benefit from this
storage optimisation.
- Perhaps most useful in practice is the idea of compressing animation curves - Perhaps most useful in practice is the idea of compressing animation curves
the same way we use Draco to compress meshes (see below). Like geometry, the same way we use Draco to compress meshes (see below). Like geometry,
animations are highly redundant — each new value is highly predictable from animations are highly redundant — each new value is highly predictable from