I'm sure there are some good reasons but I don't think glTF is supported in Ogre 1. When I say supported I know that Ogre 2 uses a plugin. Is it because of pbs textures or something similar?
I used and added a small bit to the plugin for 2.1 and am currently using Ogre 1 and the thought crossed my mind.
glTF for Ogre 1
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Re: glTF for Ogre 1
yeah. nobody asked for it yet
well.. the PBS demo in Ogre1 is actually based on the official glTF2 sample and uses a glTF mesh that was converted with blender.
But there is definitely an issue with doing it fully automatically.
However glTF is a rather large thing: it covers the Ogre formats .scene .mesh and .material. Here, one could start by just covering the .mesh part and skip the rest. This is roughly equivalent to parsing .glb buffers.
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Re: glTF for Ogre 1
So in theory, if it were available, would it be possible to use it for meshes and materials with Ogre 1.x and get matching visuals to say what you could see in a glTF viewer?
The main part that I liked with using it with Ogre 2.x is that you get a rendered item that is the same or very close to expectations based upon what you see in a modeller/viewer.
The main part that I liked with using it with Ogre 2.x is that you get a rendered item that is the same or very close to expectations based upon what you see in a modeller/viewer.
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Re: glTF for Ogre 1
yes, you only need to make sure that the materials inherit from the PBS shader material, like is done in the PBS sample.
edit:
in the long term I would like to add the the glTF2 lighting model to the RTSS, so it integrates with things like Fog, Shadows and skeletal animation
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Re: glTF for Ogre 1
Ok good to know. On my list of things to look at.