V0.0.4a - 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
Get GLTF Mesh Optimizer Tool
GLTF Mesh Optimizer Tool
Easy simplification and optimization of your GLTF models.
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