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.

Files

GTLFMeshOptimizer_WINx64.zip 41 MB
2 days ago
GLTFMeshOptimizer_LINUXx64.zip 34 MB
2 days ago

Get GLTF Mesh Optimizer Tool

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