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README.md
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README.md
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`TinyGLTF` is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library.
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`TinyGLTF` uses Niels Lohmann's json library(https://github.com/nlohmann/json), so now it requires C++11 compiler.
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(Also, you can use RadpidJSON as an JSON backend)
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(Also, you can use RadpidJSON as an JSON backend)
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If you are looking for old, C++03 version, please use `devel-picojson` branch(but not maintained anymore).
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## Status
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Currently TinyGLTF is stable and maintainance mode. No drastic changes and feature additions planned.
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- v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
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- v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
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- v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
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- v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
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- v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
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@ -18,7 +20,7 @@ Currently TinyGLTF is stable and maintainance mode. No drastic changes and featu
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### Branches
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* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson)
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* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained.
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## Builds
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@ -30,6 +32,8 @@ Currently TinyGLTF is stable and maintainance mode. No drastic changes and featu
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## Features
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Probably mostly feature-complete. Last missing feature is Draco encoding: https://github.com/syoyo/tinygltf/issues/207
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* Written in portable C++. C++-11 with STL dependency only.
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* [x] macOS + clang(LLVM)
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* [x] iOS + clang
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@ -95,12 +99,12 @@ In extension(`ExtensionMap`), JSON number value is parsed as int or float(number
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* [Vulkan-Samples](https://github.com/KhronosGroup/Vulkan-Samples) - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
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* [TDME2](https://github.com/andreasdr/tdme2) - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
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* [SanityEngine](https://github.com/DethRaid/SanityEngine) - A C++/D3D12 renderer focused on the personal and proessional development of its developer
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* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing
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* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing
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* Your projects here! (Please send PR)
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## TODOs
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* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing.
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* [ ] Robust URI decoding/encoding. https://github.com/syoyo/tinygltf/issues/369
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* [ ] Mesh Compression/decompression(Open3DGC, etc)
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* [x] Load Draco compressed mesh
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* [ ] Save Draco compressed mesh
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@ -111,6 +115,10 @@ In extension(`ExtensionMap`), JSON number value is parsed as int or float(number
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* [ ] 16bit PNG support in Serialization
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* [ ] Write example and tests for `animation` and `skin`
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### Optional
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* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing?
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## Licenses
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TinyGLTF is licensed under MIT license.
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@ -26,8 +26,8 @@
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// THE SOFTWARE.
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// Version:
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// - v2.6.0 Disable expanding file path for security(no use of awkward `wordexp` anymore).
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// Support serializing sparse accessor(Thanks to @fynv).
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// - v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
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// Disable expanding file path for security(no use of awkward `wordexp` anymore).
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// - v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
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// - v2.4.3 Fix null object output when when material has all default
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// parameters.
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