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Enable glTF coordinate conversion for our examples #20099
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The whole diff looks good to me, I have no nitpicks about it. I tried converting some assets to use this new coordinate system but determined that would take too much effort to be in scope of this PR. Thus, we will do it incrementally on an example-by-example basis instead.
I spot checked a couple of examples (specifically where baked lighting direction matters), maybe we can check pixel eagle and see what remaining examples pixel output have changed.
Update: some important discussion https://discord.com/channels/691052431525675048/743663924229963868/1394079989552644186 |
Objective
Solution
[dev-dependencies]
and port all of our examples!mixed_lighting
, that would intrude on other code that assumed that theTransform
of the mesh was equal to itsGlobalTransform
, so I rotated the camera insteadreflection_probes
required a bit of an ugly fix, but this one is undergoing a major change in its cubemaps anyways in an upcoming PR, so no need to touch it here. See Environment Map Filtering GPU pipeline #19076. That PR will make it nicer again :)Testing
\.gl(tf|b)
in theexamples
directory and compared them all with their output without the new feature