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Support SVG for reference images #496

Merged
merged 7 commits into from
Sep 6, 2023
Merged

Support SVG for reference images #496

merged 7 commits into from
Sep 6, 2023

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andybak
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@andybak andybak commented Aug 9, 2023

Only thing lacking is export support but I'm not sure what the correct behaviour would be. GLTF supports SVG textures but Blender doesn't seem to allow it. Rasterize the SVGs on export? I think we can punt on this for the moment and document this as a known issue. SVGs are rasterized on export

@mikeskydev
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Cool!

GLTF supports SVG textures

Source? I've only found info that says it's not going to happen officially. KhronosGroup/glTF#549 (comment)

I think it would be fine if we rasterized on export.

@andybak
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andybak commented Aug 9, 2023

Source? I've only found info that says it's not going to happen officially. KhronosGroup/glTF#549 (comment)

Ah - I misread that same page when I skim read it just now.

I think it would be fine if we rasterized on export.

I don't plan on working on that immediately however. Is it a blocker for this PR?

@mikeage mikeage added the enhancement Feature added label Aug 9, 2023
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looks fine, one observation

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@andybak andybak requested a review from mikeage September 3, 2023 10:36
@andybak
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andybak commented Sep 3, 2023

@mikeskydev :

I think it would be fine if we rasterized on export.

This is now implemented.

@mikeage mikeage merged commit c96e364 into main Sep 6, 2023
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@mikeage mikeage deleted the feature/svg-support branch September 6, 2023 04:53
@aaronfranke
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Is there a desire from Open Brush to support SVG textures in GLTF? I am also mildly interested in having this in Godot Engine. It should be quite trivial to build a spec for this.

The only blocker is justification and motivation. I don't have any particular use case for this myself.

Also, for the name, Khronos discouraged me from using the EXT_ prefix because there are not multiple vendors interested. However, if both Open Brush and Godot are interested, that would be at least 2 vendors.

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4 participants