godot/modules/gltf
2022-09-13 10:43:16 +02:00
..
doc_classes Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
editor Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
extensions Don't try to read values from null cameras and lights in GLTF 2022-09-04 09:52:25 -05:00
structures Don't try to read values from null cameras and lights in GLTF 2022-09-04 09:52:25 -05:00
config.py
gltf_defines.h
gltf_document.cpp Fix gltf 8 bone weights condition to check for the second joint array 2022-09-10 23:54:20 +05:30
gltf_document.h
gltf_document_extension.cpp
gltf_document_extension.h
gltf_document_extension_convert_importer_mesh.cpp
gltf_document_extension_convert_importer_mesh.h
gltf_state.cpp Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
gltf_state.h Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
gltf_template_convert.h Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
README.md
register_types.cpp Fix some errors affecting the Web editor 2022-09-12 16:29:45 +02:00
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.
  • The editor/ folder uses GLTFDocument to import and export 3D models.