601a9eb4f5
Added a map to keep track of external images during import, and used that map to instance the textures using the resource loader instead of creating a new texture from scratch |
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.. | ||
doc_classes | ||
extensions | ||
structures | ||
config.py | ||
editor_scene_exporter_gltf_plugin.cpp | ||
editor_scene_exporter_gltf_plugin.h | ||
editor_scene_importer_gltf.cpp | ||
editor_scene_importer_gltf.h | ||
gltf_defines.h | ||
gltf_document.cpp | ||
gltf_document.h | ||
gltf_state.cpp | ||
gltf_state.h | ||
gltf_template_convert.h | ||
packed_scene_gltf.cpp | ||
packed_scene_gltf.h | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub |
Godot GLTF import and export module
In a nutshell, the GLTF module works like this:
- The
structures/
folder contains GLTF structures, the small pieces that make up a GLTF file, represented as C++ classes. - The
extensions/
folder contains GLTF extensions, which are optional features that build on top of the base GLTF spec. GLTFState
holds collections of structures and extensions.GLTFDocument
operates on GLTFState and its elements.