Document the new v-flipping default. (#22)

The READMEs need updating, too.
This commit is contained in:
Pär Winzell 2017-10-22 16:43:20 -07:00 committed by GitHub
parent d46aeb3d46
commit dfb026033d
2 changed files with 13 additions and 8 deletions

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@ -17,8 +17,7 @@ The tool can be invoked like so:
Or perhaps, as part of a more complex pipeline:
```
> FBX2glTF --binary --draco --flip-v \
--khr-materials-common \
> FBX2glTF --binary --draco --khr-materials-common \
--input ~/models/source/butterfly.fbx \
--output ~/models/target/butterfly.glb
```
@ -38,7 +37,10 @@ Usage:
-b, --binary Output a single binary format .glb file.
-d, --draco Apply Draco mesh compression to geometries.
--flip-u Flip all U texture coordinates.
--flip-v Flip all V texture coordinates.
--flip-v Flip all V texture coordinates (default
behaviour!)
--no-flip-v Suppress the default flipping of V texture
coordinates
--khr-materials-common (WIP) Use KHR_materials_common extensions to
specify Unlit/Lambert/Blinn/Phong shaders.
--pbr-metallic-roughness (WIP) Try to glean glTF 2.0 native PBR
@ -62,10 +64,13 @@ 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 recommended. 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, you will want
to pass `--flip-v`.
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:
- `--no-flip-v` will actively disable v coordinat flipping. This can be useful
if your textures are pre-flipped, or if for some other reason you were already
in a glTF-centric texture coordinate system.
- 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

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@ -32,7 +32,7 @@ For example:
```js
const convert = require('fbx2gltf');
convert('path/to/some.fbx', 'path/to/target.glb', ['--flip-v']).then(
convert('path/to/some.fbx', 'path/to/target.glb', ['--khr-materials-common']).then(
destPath => {
// yay, do what we will with our shiny new GLB file!
},