cesium中对于 gltf1.0、2.0中某些扩展需要进行解析,解析的过程是将gltf1.0的格式转换成gltf2.0的格式。
对于解析过程中使用的某些扩展的解释:
{
"asset": {
"version": "2.0"
},
"scene": 0,
"scenes": [
{
"nodes": [
0
]
}
],
"nodes": [
{
"children": [
2,
1
],
"matrix": [
0.009999999776482582,
0.0,
0.0,
0.0,
0.0,
0.009999999776482582,
0.0,
0.0,
0.0,
0.0,
0.009999999776482582,
0.0,
0.0,
0.0,
0.0,
1.0
]
},
{
"matrix": [
-0.7289686799049377,
0.0,
-0.6845470666885376,
0.0,
-0.4252049028873444,
0.7836934328079224,
0.4527972936630249,
0.0,
0.5364750623703003,
0.6211478114128113,
-0.571287989616394,
0.0,
400.1130065917969,
463.2640075683594,
-431.0780334472656,
1.0
],
"camera": 0
},
{
"mesh": 0
}
],
"cameras": [
{
"perspective": {
"aspectRatio": 1.5,
"yfov": 0.6605925559997559,
"zfar": 10000.0,
"znear": 1.0
},
"type": "perspective"
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"NORMAL": 1,
"POSITION": 2,
"TEXCOORD_0": 3,
"_CUSTOM_ATTRIBUTE": 4
},
"indices": 0,
"mode": 4,
"material": 0
}
],
"name": "LOD3spShape"
}
],
"accessors": [
{
"bufferView": 0,
"byteOffset": 0,
"componentType": 5123,
"count": 12636,
"max": [
2398
],
"min": [
0
],
"type": "SCALAR"
},
{
"bufferView": 1,
"byteOffset": 0,
"componentType": 5126,
"count": 2399,
"max": [
0.9995989799499512,
0.999580979347229,
0.9984359741210938
],
"min": [
-0.9990839958190918,
-1.0,
-0.9998319745063782
],
"type": "VEC3"
},

本文介绍GLTF 1.0到2.0的转换过程中涉及的材质及光照模型扩展,重点讨论了KHR_techniques_webgl与KHR_materials_common扩展的应用,包括光照模型配置、材质属性设置及光照参数的指定。
最低0.47元/天 解锁文章
1817

被折叠的 条评论
为什么被折叠?



