Before this change, the texture assignments for Occlusion, Roughness, and Metalness in the Stingray PBR material path were assumed to be single channel images where the R should be used to build a merged ORM texture. This precluded the use of prebuilt ORM textures. This commit proposes a few changes: * if the same texture is detected in all 3 channels, assume it already is ORM and just pass through. * when combining textures, read R/G/B for O/R/M rather than R/R/R. This allows merging of prebuild ORM textures. |
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.github/workflows | ||
demo | ||
npm/fbx2gltf | ||
src | ||
third_party | ||
.clang-format | ||
.dockerignore | ||
.gitignore | ||
CMakeLists.txt | ||
CODE_OF_CONDUCT.md | ||
CONTRIBUTING.md | ||
Dockerfile | ||
FindFBX.cmake | ||
LICENSE | ||
README.md | ||
conanfile.py | ||
docker-compose.yaml |
README.md
FBX2GLTF
Change skinning-weights to 4 if your engine does not support that feature.
Change the default import of the engine to be different from 30 fps if needed.
There are artifacts in the Github Actions for Windows, MacOS and Linux.
You need to install the MVSC redistributable on Windows. https://support.microsoft.com/en-ca/help/2977003/the-latest-supported-visual-c-downloads.
Build Instructions
Reference the Github workflow.