Selmar
Selmar
> Do you mean you face an issue when parsing multiple glTF files by instanciating TinyGLTF class for each glTF file in multi-thread context? Yes. > Probably we may need...
RapidJSON works absolutely fine for us, it's just a poor default choice of allocator in tinygltf. A few allocations are really not a problem; it only becomes problematic when every...
I would like to implement this, however, I have a few issues that are not clear to me when reading the spec: --- **Nested LOD nodes** What happens in the...
I am on the fence when it comes to nested LODs. A not so obvious use case for nested LODs may be when an object has, say, 5 LODs, ranging...
Yes, I have. It is a little more than what we need. We have some relatively large moving animated objects with many moving parts, which is not quite the same,...
> Just as a reference, here is how LOD groups are handled in UE4/Maya/FBX So they only support mesh LODs, which we are already going beyond with this extension. >...
In our case, because we wanted to be able to load and stream different model LODs independently, we ended up bypassing the glTF LODs for this and instead use different...
@SFSimDev answered [here](https://github.com/KhronosGroup/glTF/issues/1448#issuecomment-863372206)
Identical when using `.NET Framework 4.8`.
It works fine in a separate project. Surely something related to Unity and perhaps out of the scope of this project?