kyapp69
kyapp69
> The starting point would be [here](https://github.com/atteneder/glTFast/blob/208e025c73399539600b0e601b884c136d5bab46/Runtime/Scripts/Export/GameObjectExport.cs#L158) by passing the newly created `skin` data to `m_Writer`. > > hth I see that a unityengine.mesh is passed in to the writer...
> @kyapp69 I've been testing all possible cases to export a character with rig, then i stepped into this thread. if I can be helpful, in terms of debug and...
> > Sure, watch this thread. I just forked it so I can do pull requests. > > Following it, and also considering to modify shaders in untiy to be...
In MenuEntries.cs line 114, you could set it to false instead of true and hide gameobjects you don't want to export. Not sure if that works for you
I also second this as on platforms which does not support alpha, we would create a specific shader that uses a greyscale texture as an alphamask.
> We are only currently using basis files as a start vs the .ktx container. I can see both being useful as for the full mip chain case it can...
I have just completed my research and I think there could be some semantic confusion and probably a bug due to the semantics. Upon loading a texture with mip chain:...
> @kyapp69 Good news: > > Once I created the mipmapped basis file correctly, it worked! > > ```shell > basisu -output_file trout_mip.basis -mipmap trout.png My experiments showed me the...
I have modified the relevant files to support extracting a single mip level as well as creating a mipchain from a specific level. Perhaps you can integrate it into the...
@atteneder Hi, I've just added support for separate alpha texture creation if the transcode target does not support alpha texture. ETC1 for android webgl builds. I will try to do...