godot/modules/gltf
Rémi Verschelde 7e74568709 FBX: Disable importer when canceling FBX2glTF setup
Pretty hacky solution but it's better than an infinite loop.

All this import setup needs to be redone, it's very difficult to properly
bail out from an invalid import without triggering reimport loops.

Also fix underline not visible at default editor scale in LinkButton.

Fixes #73319.

(cherry picked from commit d81e6ee024)
2023-03-14 13:59:02 +01:00
..
doc_classes Document GLTFNode and some of GLTFState 2023-03-13 14:40:30 +01:00
editor Fix blend-file import when using custom color management in blender 2023-03-13 22:19:36 +01:00
extensions Fix glTF mesh importer not freeing nodes correctly on import 2023-03-13 14:00:38 +01:00
structures Remove unused joint boolean in GLTFNode 2023-02-21 00:48:02 -06:00
README.md
SCsub
config.py
gltf_defines.h
gltf_document.cpp Get the unlit / unshaded extension when importing GLTF and set it when exporting 2023-03-13 22:05:07 +01:00
gltf_document.h Fixes for gltf export. 2023-02-07 11:57:25 -08:00
gltf_state.cpp GLTF: Delete unused skeleton_to_node 2023-02-26 15:16:31 -06:00
gltf_state.h GLTF: Delete unused skeleton_to_node 2023-02-26 15:16:31 -06:00
gltf_template_convert.h
register_types.cpp FBX: Disable importer when canceling FBX2glTF setup 2023-03-14 13:59:02 +01:00
register_types.h

README.md

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.