0.0.4a - Migrated to Godot!


V0.0.4a - Migrated to Godot!
Now that I have migrated the tool to Godot, it no longer has the limitations of libGDX and gdx-gltf. Exporting is much more faster, and this platform can support all the GLTF extensions that the meshoptimizer library supports.
libGDX data flow:
GLTF File > gdx-gltf import > libGDX > LWJGL JNI bindings > MeshOptimizer > LWJGL JNI bindings > libGDX > gdx-gltf export > GLTF file
Resulted in 90% of the coding time was translating data structures between layers.
Godot data flow:
GLTF file import > MeshOptimizer > GLTF file export
Godot is only used for the GUI and file handling.
Horrible gdx-gltf limitations:
These are the only GLTF extensions that gdx-gltf support:
- KHR_lights_punctual
- KHR_materials_emissive_strength
- KHR_materials_ior
- KHR_materials_iridescence
- KHR_texture_transform
- KHR_materials_specular
- KHR_materials_transmission
- KHR_materials_unlit
- KHR_texture_transform
In addition to the above extensions, here are the remaining extensions that this NEW version supports:
- KHR_materials_anisotropy
- KHR_materials_clearcoat
- KHR_materials_diffuse_transmission
- KHR_materials_dispersion
- KHR_materials_pbrSpecularGlossiness
- KHR_materials_sheen
- KHR_materials_variants
- KHR_materials_volume
- KHR_mesh_quantization
- KHR_texture_basisu
- EXT_mesh_gpu_instancing
- EXT_meshopt_compression
- EXT_texture_webp
The last libGDX version of my tool only supported 64k vertices and 32K indices. None of these issues with this version.
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