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).
Attachments
For Gerrit Dashboard: QTBUG-49384 | ||||||
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# | Subject | Branch | Project | Status | CR | V |
145187,2 | qgltf: Output a KHR_materials_common block | 5.6 | qt/qt3d | Status: MERGED | +2 | 0 |
145226,5 | Support KHR_materials_common in the glTF parser | 5.6 | qt/qt3d | Status: MERGED | -2 | 0 |