bevy/crates/bevy_gltf
Mark Moissette d26900a9ea
add handling of all missing gltf extras: scene, mesh & materials (#13453)
# Objective

- fixes #4823 

## Solution

As outlined in the discussion in the linked issue as the best current
solution, this PR adds specific GltfExtras for
 - scenes 
 - meshes
 - materials

- As it is , it is not a breaking change, I hesitated to rename the
current "GltfExtras" component to "PrimitiveGltfExtras", but that would
result in a breaking change and might be a bit confusing as to what
"primitive" that refers to.
 

## Testing

- I included a bare-bones example & asset (exported gltf file from
Blender) with gltf extras at all the relevant levels : scene, mesh,
material

---

## Changelog
- adds "SceneGltfExtras" injected at the scene level if any
- adds "MeshGltfExtras", injected at the mesh level if any
- adds "MaterialGltfExtras", injected at the mesh level if any: ie if a
mesh has a material that has gltf extras, the component will be injected
there.
2024-06-03 13:16:38 +00:00
..
src add handling of all missing gltf extras: scene, mesh & materials (#13453) 2024-06-03 13:16:38 +00:00
Cargo.toml Implement clearcoat per the Filament and the KHR_materials_clearcoat specifications. (#13031) 2024-05-05 22:57:05 +00:00
README.md Add README.md to all crates (#13184) 2024-05-02 18:56:00 +00:00

Bevy glTF

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