From bdd3afedd66d60ab713df022175868c169596384 Mon Sep 17 00:00:00 2001 From: Nick Fisher Date: Tue, 3 Oct 2023 17:21:24 +1100 Subject: [PATCH] update README --- README.md | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/README.md b/README.md index 2b13f34d..5cbaf881 100644 --- a/README.md +++ b/README.md @@ -119,13 +119,13 @@ a) the backing textures needed to insert a `Texture` widget into b) a rendering thread c) a `FilamentViewer` and an `AssetManager`, which will allow you to load assets/cameras/lighting/etc via the `FilamentController` -If this was successful, you should see a black screen +If this was successful, the viewport should turn from red to black. ### Rendering By default, the FilamentController will only render into the viewport by manually calling `render()` on the FilamentController. This is to avoid needlessly running a render loop when there is nothing to display. -If you want to render at 60fps, call `setRendering(true)` on `FilamentController`. +To automatically render at 60fps, call `setRendering(true)` on `FilamentController`. ### Assets @@ -142,7 +142,6 @@ Then you would call the following ``` var entity = _filamentController.loadGlb("assets/models/bob.glb"); ``` - You can also pass a URI to indicate that the glTF file should be loaded from the filesystem: ``` var entity = _filamentController.loadGlb("file:///tmp/bob.glb"); @@ -170,15 +169,17 @@ class MyApp extends StatelessWidget { color: Colors.white, home: Scaffold(backgroundColor: Colors.white, body: Stack(children:[ Container(color:Colors.green, height:100, width:100), - Positioned.fill(top:100, left:100child:FilamentWidget(controller:_filamentController)), + Positioned.fill(top:100, left:100,child:FilamentGestureDetector( + controller: _filamentController, + child:FilamentWidget( + controller:_filamentController + ))), Positioned(right:0, bottom:0, child:Container(color:Colors.purple, height:100, width:100)) ]))); } } ``` - - # Building Filament from source ``` @@ -239,7 +240,10 @@ filament/out/release/filament/bin/resgen -c -p image -x ios/include/material/ ma ``` - +# Known issues +On Windows, loading a glTF (but NOT a glb) may crash due to a race condition between uploading resource data to GPU memory and being freed on the host side. +This has been fixed in recent versions of Filament, but other bugs on Windows prevent upgrading. +Only workaround is to load a .glb file. \ No newline at end of file