Releases: atteneder/glTFast
Releases · atteneder/glTFast
Release 1.0.1
[1.0.1] - 2020-04-29
Added
- Abstract interface
IDownloadProvider
let's users implement custom download behavior (useful for authentification or caching) - Added
CustomHeaderDownloadProvider
, a reference implementation that downloads glTF's files with custom HTTP headers
Changed
- Removed support for obsolete draft extensions
KHR_texture_cttf
andKHR_image_ktx2
Fixed
- Correct (brighter) colors due to color-space conversion (conversion from linear to gamma before applying to material)
- Correct shading in linear color space projects due to correct (linear) sampling of normal, occlusion and metallic-roughness maps
- Memory leak: free up volatile array
imageFormats
Release 1.0.0
Version 1.0.0 Release
Happy to announce the 1.0 release!
This will be the last feature release supporting the Unity 2018.x series. Future releases (starting with 1.1.0) will require Unity 2019.3 or newer.
Read details about it in this post.
Changed
- Support for Draco mesh compression is now optional (install DracoUnity package to enable it)
- Support for KTX2/Basis Universal textures is now optional (install KtxUnity package to enable it)
Release 0.11.0
Added
- Support for texture samplers' wrapping mode
- Support for texture samplers' filter modes (partial; see issue)
Changed
- Increased performance due to more balanced threading by making all C# Jobs parallel
- Refactored loading behavior
- Main loading class does not interfere with it's IDeferAgent anymore. It just follows its order.
GltfAsset
now has aloadOnStartup
flat to disable automatic loadingGltfAsset.onLoadComplete
now also returns itsGltfAsset
instance for convenience
Fixed
- Redundant Load calls when using
UninterruptedDeferAgent
Release 0.10.2
Major speed improvement for large meshes that don't use normal maps or use unlit material ( read the article about the details )
Changed
- Normals and tangents (if not present) are only calculated if the assigned material actually requires them.
Release 0.10.1
Added
- Experimental KTX / Basis Universal support was merged (off by default)
Fixed
- Proper error handling invalid URL/path
- Improved glTF-binary URL extension detection
- Correct index order for line strip primitives (#59)
Release 0.10.0
This release's biggest change is performance improvements for scenes that re-use vertex attributes across primitives ( read about details in this blog post)
Added
- Support for Universal Windows Platform (not verified/tested myself)
Changed
- Refactored GltFast class to control loading coroutine in an effort to make usage and future port to async easier.
- Optimization: Data loading is now based on accessors (rather than primitives). This reduces redundant loading jobs wherever accessors are used across primitives.
- Optimization: Primitives of a mesh, that share vertex attributes now become sub-meshes of one Unity Mesh. This reduces memory usage and creates less Renderers/GameObjects.
- glTF type (JSON or binary) is now auto-detected based on file name extension. Removed obsolete
GlbAsset
. This was done soGltfAsset
can be derived off more flexible.
Release 0.9.0
Added
- Support for quantized mesh data via
KHR_mesh_quantization
extension
Changed
- UV space conversion now happens per UV coordinate (not negatively scaled via texture tiling anymore). This helped to fix tangent calculation.
- glTF standard shaders now have a cull mode, allowing them to be double-sided. The now obsolete
Double
variants were removed (thanks to Ben Golus for support)
Fixed
- Certified correct normal mapping by making normals, UVs and tangents consistent
- Double sided material fixes
Release 0.8.1
Fixed
- Shader compilation error on Vulkan/GLES3
Release 0.8.0
Added
- Support for texture transform (extension KHR_texture_transform)
- Support for double sided materials
- Support for data URI / embedded buffers and images
- Support for vertex colors in materials
- Support for implicit/undefined primitive indices
- Experimental support for primitive modes points, lines, line strip and line loop
Changed
- Using custom glTF shaders instead of Unity Standard shaders. This speeds up occlusion and roughness/metallic texture loading since they don't have to be converted at runtime anymore.
Fixed
- Factor and texture (for metallic-roughness and specular-glossiness) are now multiplied as defined in spec.
- Unlit materials now support baseColorTexture and texture transforms
Release 0.7.0
Added
- Unity backwards compatibility (tested with 2018.2 with .NET 3.5)
Changed
- Removed job-less support
- The node or primitive GameObjects now have their mesh's name, if there is no node name provided
Fixed
- Correct transforms and coordinate space. The glTF scene's root node is not scaled negative in any axis anymore
- Texture default wrap mode is repeat (not set to clamp anymore)