gltf
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In addPipelineExtras
, a _pipeline
object with a source
is added to the extras
of each buffer
, so it can be used in https://github.com/CesiumGS/gltf-pipeline/blob/47e25f05dcb86d271675f9b5fa5be8dee8205b55/lib/mergeBuffers.js#L29
If a custom stage adds a buffer, it will not have a extras._pipeline
object and therefore, will cause a crash in the line above.
A possible solution would
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The following glTF primitive modes are not implemented:
-TRIANGLE_STRIP
-TRIANGLE_FAN
Unity does not support those out of the box, so glTFast needs to generate indices (similar to how it creates them for missing indices on TRIANGLES
mode primitives).
Unfortunately I've never encountered such a glT
Add a Text Element
You should be able to add text to a scene. Either as a Text Geometry or SDF text, probably both.
There's already a text component in AFrame that we can use in Hubs. We would need to add a new Spoke node with the ability to preview the text.
I think we should export the following properties:
value
align
anchor
baseline
color
he
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Currently
IndexDatatype.createTypedArray
only outputsUint16Array
andUint32Array
. This caused a bug in #10344 because it returned aUint16Array
for uint8 indices, which was too big for thegetBufferData
function. The fix itself is easy but it causes a lot of unit tests to break, which will take more time to fix.Once this function is changed to return
Uint8Array
, the manual check i