From 93d1385b1e4556e1028441e9ff397dc3ce4e2f09 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?P=C3=A4r=20Winzell?= Date: Sun, 18 Mar 2018 09:42:04 -0700 Subject: [PATCH] Fix typo & markdown error. --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 9975b32..d317cb6 100644 --- a/README.md +++ b/README.md @@ -69,13 +69,13 @@ Some of these switches are not obvious: but it can be useful e.g. for loaders that don't understand the .glb format. - `--flip-u` and `--flip-v`, when enabled, will apply a `x -> (1.0 - x)` function to all `u` or `v` texture coordinates respectively. The `u` version - is perhaps not commonly used, but flipping `v` is **the default behaviour*. + is perhaps not commonly used, but flipping `v` is **the default behaviour**. Your FBX is likely constructed with the assumption that `(0, 0)` is bottom left, whereas glTF has `(0, 0)` as top left. To produce spec-compliant glTF, we must flip the texcoords. To request unflipped coordinates: - `--long-indices` lets you force the use of either 16-bit or 32-bit indices. The default option is auto, which make the choice on a per-mesh-size basis. -- `--compute-mormals` controls when automatic vertex normals should be computed +- `--compute-normals` controls when automatic vertex normals should be computed from the mesh. By default, empty normals (which are forbidden by glTF) are replaced. A choice of 'missing' implies 'broken', but additionally creates normals for models that lack them completely.