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j9liu
j9liu commented May 4, 2022

Currently IndexDatatype.createTypedArray only outputs Uint16Array and Uint32Array. This caused a bug in #10344 because it returned a Uint16Array for uint8 indices, which was too big for the getBufferData 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

good first issue
sanjeetsuhag
sanjeetsuhag commented Apr 3, 2020

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

bug good first issue
glTFast
atteneder
atteneder commented Feb 7, 2022

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

enhancement help wanted good first issue
glTF-Transform
robertlong
robertlong commented Apr 13, 2020

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
good first issue new feature

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