Comments (12)
Yeah, I need to really figure out a good way to deal with metadata v. data. I'm
thinking of having a JSON header at the beginning of the model that gets
extracted. Or coming up with a container format that's otherwise JS-friendly.
Original comment by wonchun
on 13 Aug 2011 at 7:55
- Changed state: Accepted
- Added labels: Type-Enhancement
- Removed labels: Type-Defect
from webgl-loader.
Oh, and really, things like the bit-allocation should be user-driven. This is
definitely related to the texcoord issue.
Original comment by wonchun
on 13 Aug 2011 at 8:15
from webgl-loader.
Original comment by wonchun
on 13 Aug 2011 at 8:30
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Original comment by wonchun
on 14 Aug 2011 at 5:43
- Added labels: Priority-Critical
from webgl-loader.
Original comment by wonchun
on 18 Aug 2011 at 3:45
- Changed state: Started
from webgl-loader.
Issue 19 has been merged into this issue.
Original comment by wonchun
on 5 Sep 2011 at 9:46
from webgl-loader.
[deleted comment]
from webgl-loader.
So there are larger issues about what the _right_ thing to do is, but the
_quick_ thing is to just dump out some JSON. That should be pretty easy to do
(so easy, you can do it yourself if you don't want to wait for me).
Stagedown, also please check the existing issues before you post a new one, and
try to keep the content of your posts content-full.
Original comment by wonchun
on 5 Sep 2011 at 10:14
from webgl-loader.
It is not ideal, but r31 helps the situation by dumping some useful JSON to
stdout. Check the change description for more details on how to use the JSON to
reconstruct the original scale and position of the source mesh.
Original comment by wonchun
on 6 Sep 2011 at 12:26
- Added labels: Priority-High
- Removed labels: Priority-Critical
from webgl-loader.
That's really not ideal solution. Did you plan to improve situation and make
coordinates support builded into models?
And how we can use this json? I don't mean "subtracting" or "multiplying", we
read this in revision log message, i mean practically, how we can apply this
json to converted models?
Original comment by [email protected]
on 6 Sep 2011 at 8:26
from webgl-loader.
I know it isn't ideal, but something is better than nothing, I hope! Here's a
quick suggestion; some variant might work better. You can collect all the JSON
output for each mesh into a dict, where the key is the URL. Then your loader
goes through all the URLs, and applies the offset/scale transform either to the
attributes themselves or to a matrix transform.
And yeah, I definitely plan on doing something better. I just need to figure
out _what_. If you have suggestions, please contribute.
Original comment by wonchun
on 6 Sep 2011 at 5:27
from webgl-loader.
This issue was closed by revision r56.
Original comment by wonchun
on 11 Oct 2011 at 10:36
- Changed state: Fixed
from webgl-loader.
Related Issues (20)
- Bad attribute handling in demos HOT 1
- UTF8Loader, ArrayBufferView size is not a small enough positive integer HOT 4
- objcompress.cc doesn't compile HOT 10
- Segfault on (valid?) OBJ file HOT 7
- Texture UVs computed incorrectly HOT 9
- Lossless Float Compression: add discussion to Wiki HOT 6
- Simple 3D model textured to open-3d-viewer HOT 6
- Unable to Compile on Windows (format specification for size_t is %Iu no %zu) HOT 4
- Unable to convert OBJ with normals (VN) made by IMOD HOT 2
- MSVC Compile Problems
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- Add flag for using white for missing materials instead of error HOT 2
- Add flag to output minified JS instead of well-formatted JS HOT 4
- OBJ File Fails to Convert with "mesh.h:940 CHECK failed: Uint16ToUtf8(za, utf8)" HOT 5
- Allow arguments to have paths HOT 1
- Document how to use output of objcompress HOT 1
- WARNING: s ignored in line [...] HOT 1
- ERROR: bad second index at line [...] HOT 1
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