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.
14 lines
580 B
Plaintext
14 lines
580 B
Plaintext
WARNING_CFLAGS = -Wall -Wconditional-uninitialized -Wnullable-to-nonnull-conversion -Wmissing-method-return-type -Woverlength-strings
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GCC_WARN_UNDECLARED_SELECTOR = YES
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CLANG_UNDEFINED_BEHAVIOR_SANITIZER_NULLABILITY = YES
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CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE
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CLANG_WARN__DUPLICATE_METHOD_MATCH = YES
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CLANG_WARN_PRAGMA_PACK = YES
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CLANG_WARN_STRICT_PROTOTYPES = YES
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CLANG_WARN_COMMA = YES
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GCC_WARN_STRICT_SELECTOR_MATCH = YES
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CLANG_WARN_OBJC_REPEATED_USE_OF_WEAK = YES
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CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES
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GCC_WARN_SHADOW = YES
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CLANG_WARN_UNREACHABLE_CODE = YES
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