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You definitely can use the gltf crate directly, rend3_gltf isn't that complicated and could be replicated within the context of what you need. That being said, nothing about rend3_gltf is set in stone, so I'd love to knwo what kind of api would be useful to you. If you are on the rust gamdev discord we could chat there (I'm cwfitzgerald on there), or on the wgpu-random matrix. Or we can talk here. |
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I think making I think how rend3_gltf is made to render a scene is fine, but maybe it could offer something for the gltf-as-a-library approach (when the gltf file contains named meshes with no scene or nodes), and the ECS stuff or exactly how a dynamic scene is structured is out of scope I think. |
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If I'm using gltf as an asset library and referencing meshes in ECS, should I do something custom with the gltf crate instead of using rend3_gltf? Being able to use the mesh loading functions separate from
LoadedGltfScene
would be useful though.Beta Was this translation helpful? Give feedback.
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