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Add TINYGLTF_ENABLE_DRACO flag to README.
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@ -46,11 +46,14 @@ v2.0.0 release(22 Aug, 2018)!
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* Load from memory
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* Custom callback handler
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* [x] Image load
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* Extensions
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* [x] Draco mesh decoding
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## Examples
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* [glview](examples/glview) : Simple glTF geometry viewer.
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* [validator](examples/validator) : Simple glTF validator with JSON schema.
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* [basic](examples/basic) : Basic glTF viewer with texturing support.
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## Projects using TinyGLTF
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@ -64,7 +67,8 @@ v2.0.0 release(22 Aug, 2018)!
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* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing.
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* [ ] Mesh Compression/decompression(Open3DGC, etc)
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* [ ] Load Draco compressed mesh
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* [x] Load Draco compressed mesh
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* [x] Save Draco compressed mesh
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* [ ] Support `extensions` and `extras` property
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* [ ] HDR image?
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* [ ] OpenEXR extension through TinyEXR.
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@ -129,6 +133,7 @@ if (!ret) {
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* `TINYGLTF_NO_STB_IMAGE_WRITE` : Do not write images with stb_image_write. Instead use `TinyGLTF::SetImageWriter(WriteimageDataFunction WriteImageData, void *user_data)` to set a callback for writing images.
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* `TINYGLTF_NO_EXTERNAL_IMAGE` : Do not try to load external image file. This option woulde be helpful if you do not want load image file during glTF parsing.
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* `TINYGLTF_ANDROID_LOAD_FROM_ASSETS`: Load all files from packaged app assets instead of the regular file system. **Note:** You must pass a valid asset manager from your android app to `tinygltf::asset_manager` beforehand.
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* `TINYGLTF_ENABLE_DRACO`: Enable Draco compression. User must provide include path and link correspnding libraries in your project file.
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### Saving gltTF 2.0 model
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* [ ] Buffers.
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