Comments (8)
Here are some things I've found with the current work-in-progress on the 2.0 branch:
-
emissiveTexture
is not supported. -
emissiveFactor
defaults to all zeros in the draft spec, and will thus completely suppress any providedemissiveTexture
by multiplying each texel by zero. The converter could work around this by settingemissiveFactor
to(1,1,1)
when anyemissiveTexture
is present. - When writing
textures
, the converter still outputsformat
,internalFormat
,target
, andtype
, which are all removed from 2.0. (Fixed in 63f4e29) - In one test model with two materials, it appeared the converter assigned the base color map from the first input material to both output materials, and maybe dropped the normal map from the second input material. I haven't dug further but I can produce a reduced COLLADA test file if one is needed for investigating this.
- Multiple UV maps are not supported. This would be nice but I'm not sure how widely supported this will be. It looks like BabylonJS can handle two UV maps in its shaders.
- Would be great to have a commandline flag to treat COLLADA's ambient texture as both
occlusionTexture
andmetallicRoughnessTexture
, using the same texture index for both. The 2.0 spec allows for reading occlusion from R and rough/metal from G/B of the same map.
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glTF 1.1 changes: KhronosGroup/glTF#605
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@lexaknyazev these changes will be part of a larger scale refactoring based out of: https://github.com/lasalvavida/COLLADA2GLTF/tree/converter1.1
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The 2.0 converter can now be found here: https://github.com/KhronosGroup/COLLADA2GLTF/tree/2.0
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@lasalvavida please open a pull request when you are ready (with a task list of any any remaining work) and we'll ask the community to help test it. I know @lilleyse has been preparing test data.
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Thanks for testing this out, @emackey! All good input.
Multiple UV maps are not supported. This would be nice but I'm not sure how widely supported this will be. It looks like BabylonJS can handle two UV maps in its shaders.
I would be fine with creating a new issue for this to help get this PR merged faster.
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@emackey, I've addressed most of your feedback except for multiple UV maps. #37 has been opened to merge 2.0 into master.
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Closed by #37.
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Related Issues (20)
- Can't find COLLADA2GLTF-bin[.exe] after building the sln
- Export settings for CityEngine
- Exported file wrong transform mode resulting in broken animation and models
- Model will lose when have lots of components?
- I/O warning : failed to load external entity HOT 2
- texture with spaces in name
- Some parts of model are converted with wrong position
- Texture coords not being exported HOT 1
- GLTF::Node::Transform must have virtual destructor
- Nothing happens when I type .\COLLADA2GLTF-bin in terminal
- COLLADA2GLTF-v2.1.5-windows-Release-x64 canot convert dae to gltf 1.0, but v2.1.4 can HOT 2
- Transparency conversion seems to be lost
- fatal error: draco/draco_features.h: No such file or directory when make? HOT 5
- ERROR: Couldn't write buffer to path '' HOT 1
- Compression Level for Draco
- Segfaults, vertices strewn in random places, missing faces, etc.
- Wrong Tangent and Binormal After Conversion
- the dracoCompression doesn't work in COLLADA2GLTF v2.1.5 using COLLADA2GLTF-v2.1.5-windows-Release-x64.zip
- Converting GLTF to Collada? HOT 2
- Please rename default branch from 'master' to 'main' per Khronos policy HOT 2
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