Implement glTF 2.0 along PBR rendering -> kproject along 3D code
- Dominant language
- Kotlin
- Stars
- 4
- Forks
- 5
- PR merge metrics
- No merged PRs in 30d
Description
So being able to load and position glTF 2.0 models, would be a huge leap in terms of 3D support.
Some useful links:
* https://godotengine.org/article/we-should-all-use-gltf-20-export-3d-assets-game-engines
* https://learn.microsoft.com/en-us/azure/remote-rendering/overview/features/pbr-materials
* https://snagy.github.io/glTF-WebGL-PBR/
* https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag
* https://gist.github.com/galek/53557375251e1a942dfa
* https://github.com/shrekshao/minimal-gltf-loader
* https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0#readme
* https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by reading the glTF 2.0 specification and the linked Khronos sample models and PBR shader examples, then inspect the repository's existing 3D code. Done means the project can load and position glTF 2.0 models with PBR rendering, but the issue does not identify specific files or tests.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- kotlin
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100