You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The "Available 3D Formats" page recommends using .glb files because the textures are part of the object's material file but this is no longer the behavior in godot 4. It appears that the textures are extracted as <gltfname>__texturename.png during the import process.
Assuming this is the correct behavior and it's not changing soon, the last part of this line is no longer correct..
glTF binary files (.glb) are the smallest of the three options. They include the mesh and textures set up in Blender. When brought into Godot the textures are part of the object's material file.
It also recommends avoiding .gltf, but with the default behavior the main benefit of .glb files is lost since it auto-extracts those texture files into my project by default. (currently there is a bug that makes it difficult to find the setting or set your own default at the project level)
Once godotengine/godot#89379 is fixed it should be documented here, I feel that basis universal should be the default? Maybe some discussion about or a link to the docs that has trade-offs present when choosing the embedded image handling setting.
glTF embedded files (.gltf) function the same way as binary files. They don't provide extra functionality in Godot, and shouldn't be used since they have a larger file size.
This line could probably just be removed.. It's also in conflict with the very next line:
There are two reasons to use glTF with the textures separate.
Your Godot version:
4.2.2
Issue description:
The "Available 3D Formats" page recommends using
.glb
files because the textures arepart of the object's material file
but this is no longer the behavior in godot 4. It appears that the textures are extracted as<gltfname>__texturename.png
during the import process.Assuming this is the correct behavior and it's not changing soon, the last part of this line is no longer correct..
It also recommends avoiding .gltf, but with the default behavior the main benefit of
.glb
files is lost since it auto-extracts those texture files into my project by default. (currently there is a bug that makes it difficult to find the setting or set your own default at the project level)Once godotengine/godot#89379 is fixed it should be documented here, I feel that basis universal should be the default? Maybe some discussion about or a link to the docs that has trade-offs present when choosing the embedded image handling setting.
This line could probably just be removed.. It's also in conflict with the very next line:
URL to the documentation page:
https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_3d_scenes/available_formats.html
If you know how to fix the issue you are reporting please
consider opening a pull request. We provide a tutorial on
using git here: https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html,
writing documentation at https://docs.godotengine.org/en/stable/community/contributing/docs_writing_guidelines.html
and contributing to the class reference here: https://docs.godotengine.org/en/stable/community/contributing/updating_the_class_reference.html
The text was updated successfully, but these errors were encountered: