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  1. Qt
  2. QTBUG-49384

glTF and qgltf: Use the common materials extension

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    • Task
    • Resolution: Done
    • P2: Important
    • 5.7.0
    • None
    • Qt3D
    • None

    Description

      Right now ggltf provides its own shaders. This is not ideal since we would like to use Qt 3D's built-in materials as much as possible. This will become even more important with multiple lights because it is not necessarily realistic to expect that kind of support from qgltf's simple built-in shaders.

      https://github.com/KhronosGroup/glTF/tree/master/extensions/Khronos/KHR_materials_common provides a way to define phong and similar materials without an actual shader. This is perfect for many cases. A minor issue is that the extension is a bit incomplete (there's more than just Blinn, Phong, Lambert and unlit, f.ex. normal mapping).

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            lagocs Laszlo Agocs
            lagocs Laszlo Agocs
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              Resolved:

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