Commit Graph

15 Commits

Author SHA1 Message Date
kovacsv
65ab4aa9f5 Create separate material classes for phong and physical materials. 2021-12-04 18:26:58 +01:00
kovacsv
5e078b2e66 Rename EnumerateTransformedMeshInstances to EnumerateTransformedMeshes. 2021-11-19 08:05:13 +01:00
kovacsv
7abc6efc93 Import all models as hierarchical model, but put all the meshes under the root node. 2021-10-27 08:25:47 +02:00
kovacsv
bb9724578d Add mesh enumeration function to model. 2021-10-17 11:42:58 +02:00
kovacsv
ec9766ae81 Access all files as arraybuffer, and convert to text if needed. 2021-08-27 08:11:35 +02:00
kovacsv
46644d47c3 Use Physically Based Rendering when possible #99 2021-07-19 17:44:43 +02:00
kovacsv
5851aedb1d Use arrow callbacks everywhere. 2021-07-12 08:49:12 +02:00
Viktor Kovacs
1bc47cfa08 Aynchronous export. 2021-04-25 16:03:17 +02:00
Viktor Kovacs
fa015f7fb5 MeshPhongMaterial's shininess should be between 0.0 and 100.0, so I modified the conversion and all of the importers accordingly. 2021-04-17 12:45:40 +02:00
Viktor Kovacs
bc74ed9b04 Replace tabs with spaces. 2021-04-15 14:53:33 +02:00
Viktor Kovacs
134793d790 Minor modification. 2021-04-11 10:28:29 +02:00
Viktor Kovacs
89aaca6081 Write header in obj and mtl files. 2021-04-11 10:24:43 +02:00
Viktor Kovacs
3607ab3649 Always use texture buffer instead of url in case of export. 2021-04-09 08:25:00 +02:00
Viktor Kovacs
c15e7ff3b4 Store the original file buffer in textures. 2021-03-28 14:06:55 +02:00
Viktor Kovacs
9264c1dd6d Add code for new version. 2021-03-27 08:29:19 +01:00