feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.
Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.
final entity = await viewer.loadGlb("some.glb");
However, Filament "entities" are a lower-level abstraction.
Loading a glTF file, for example, inserts multiple entities into the scene.
For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.
"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.
Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
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@@ -10,10 +10,10 @@ material {
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name : color
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}
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],
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depthWrite : true,
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depthCulling : false,
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depthWrite : false,
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depthCulling : true,
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shadingModel : unlit,
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blending: transparent,
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blending: opaque,
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variantFilter : [ skinning, shadowReceiver, vsm ],
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culling: none,
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instanced: false,
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@@ -22,7 +22,11 @@ material {
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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material.worldPosition = getWorldFromModelMatrix() * getPosition();
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vec4 modelSpace = getPosition();
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vec4 worldSpace = getWorldFromModelMatrix() * modelSpace;
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vec4 clipSpace = getClipFromWorldMatrix() * worldSpace;
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clipSpace.z = 0.01f;
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material.worldPosition = getWorldFromClipMatrix() * clipSpace;
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}
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}
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