diff --git a/README.md b/README.md index 3c3b7ac..143212e 100644 --- a/README.md +++ b/README.md @@ -3,13 +3,15 @@ `TinyGLTF` is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library. `TinyGLTF` uses Niels Lohmann's json library(https://github.com/nlohmann/json), so now it requires C++11 compiler. -(Also, you can use RadpidJSON as an JSON backend) +(Also, you can use RadpidJSON as an JSON backend) If you are looking for old, C++03 version, please use `devel-picojson` branch(but not maintained anymore). ## Status Currently TinyGLTF is stable and maintainance mode. No drastic changes and feature additions planned. + - v2.6.0 Support serializing sparse accessor(Thanks to @fynv). + - v2.5.0 Add SetPreserveImageChannels() option to load image data as is. - v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance) - v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class) - v2.2.0 release(Support loading 16bit PNG. Sparse accessor support) @@ -18,7 +20,7 @@ Currently TinyGLTF is stable and maintainance mode. No drastic changes and featu ### Branches -* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson) +* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained. ## Builds @@ -30,6 +32,8 @@ Currently TinyGLTF is stable and maintainance mode. No drastic changes and featu ## Features +Probably mostly feature-complete. Last missing feature is Draco encoding: https://github.com/syoyo/tinygltf/issues/207 + * Written in portable C++. C++-11 with STL dependency only. * [x] macOS + clang(LLVM) * [x] iOS + clang @@ -95,12 +99,12 @@ In extension(`ExtensionMap`), JSON number value is parsed as int or float(number * [Vulkan-Samples](https://github.com/KhronosGroup/Vulkan-Samples) - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications. * [TDME2](https://github.com/andreasdr/tdme2) - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11 * [SanityEngine](https://github.com/DethRaid/SanityEngine) - A C++/D3D12 renderer focused on the personal and proessional development of its developer -* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing +* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing * Your projects here! (Please send PR) ## TODOs -* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing. +* [ ] Robust URI decoding/encoding. https://github.com/syoyo/tinygltf/issues/369 * [ ] Mesh Compression/decompression(Open3DGC, etc) * [x] Load Draco compressed mesh * [ ] Save Draco compressed mesh @@ -111,6 +115,10 @@ In extension(`ExtensionMap`), JSON number value is parsed as int or float(number * [ ] 16bit PNG support in Serialization * [ ] Write example and tests for `animation` and `skin` +### Optional + +* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing? + ## Licenses TinyGLTF is licensed under MIT license. diff --git a/tiny_gltf.h b/tiny_gltf.h index 5722ee1..dc5ba83 100644 --- a/tiny_gltf.h +++ b/tiny_gltf.h @@ -26,8 +26,8 @@ // THE SOFTWARE. // Version: -// - v2.6.0 Disable expanding file path for security(no use of awkward `wordexp` anymore). -// Support serializing sparse accessor(Thanks to @fynv). +// - v2.6.0 Support serializing sparse accessor(Thanks to @fynv). +// Disable expanding file path for security(no use of awkward `wordexp` anymore). // - v2.5.0 Add SetPreserveImageChannels() option to load image data as is. // - v2.4.3 Fix null object output when when material has all default // parameters.