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# Objective - fixes https://github.com/bevyengine/bevy/issues/13473 ## Solution - When a single mesh is assigned multiple materials, it is divided into several primitive nodes, with each primitive assigned a unique material. Presently, these primitives are named using the format Mesh.index, which complicates querying. To improve this, we can assign a specific name to each primitive based on the material’s name, since each primitive corresponds to one material exclusively. ## Testing - I have included a simple example which shows how to query a material and mesh part based on the new name component. ## Changelog - adds `GltfMaterialName` component to the mesh entity of the gltf primitive node. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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.. | ||
AlienCake | ||
animated | ||
AnisotropyBarnLamp | ||
barycentric | ||
CornellBox | ||
cube | ||
cubes | ||
DepthOfFieldExample | ||
extras | ||
FlightHelmet | ||
FlightHelmetLowPoly | ||
GltfPrimitives | ||
GolfBall | ||
IrradianceVolumeExample | ||
PalmTree | ||
ship | ||
SimpleSkin | ||
sphere | ||
terrain | ||
TonemappingTest | ||
torus | ||
VolumetricFogExample | ||
Box0.bin |