package
0.2.0
Repository: https://github.com/g3n/engine.git
Documentation: pkg.go.dev

# Functions

ParseBin parses the glTF data from the specified binary file and returns a pointer to the parsed structure.
ParseBinReader parses the glTF data from the specified binary reader and returns a pointer to the parsed structure.
ParseJSON parses the glTF data from the specified JSON file and returns a pointer to the parsed structure.
ParseJSONReader parses the glTF JSON data from the specified reader and returns a pointer to the parsed structure.

# Constants

For vertex attributes.
Possible componentType values.
Texture sampling modes.
For indices.
Possible componentType values.
glTF Extensions.
TODO this is officially part of glTF 1.0 (remove?).
glTF Extensions.
glTF Extensions.
Primitive types.
Primitive types.
Texture filtering modes.
Texture filtering modes.
Texture filtering modes.
Primitive types.
Attribute element types.
Attribute element types.
Attribute element types.
Texture sampling modes.
Texture filtering modes.
Texture filtering modes.
Texture filtering modes.
Primitive types.
Texture sampling modes.
Attribute element types.
Possible componentType values.
Primitive types.
Primitive types.
Primitive types.
Possible componentType values.
Possible componentType values.
Possible componentType values.
Attribute element types.
Attribute element types.
Attribute element types.

# Variables

AttributeName maps the glTF attribute name to the internal g3n attribute type.
TypeSizes maps an attribute element type to the number of components it contains.

# Structs

Accessor is a typed view into a BufferView.
Animation is a keyframe animation.
AnimationSample combines input and output accessors with an interpolation algorithm to define a keyframe graph (but not its target).
Asset contains metadata about the glTF asset.
Buffer points to binary geometry, animation, or skins.
BufferView is a view into a buffer generally representing a subset of the buffer.
Camera is a camera's projection.
Channel targets an animation's sampler at a node's property.
GLTF is the root object for a glTF asset.
Image data used to create a texture.
Indices of those attributes that deviate from their initialization value.
Material describes the material appearance of a primitive.
Mesh is a set of primitives to be rendered.
Node is a node in the node hierarchy.
NormalTextureInfo is a reference to a texture.
OcclusionTextureInfo is a reference to a texture.
Orthographic is an orthographic camera containing properties to create an orthographic projection matrix.
PbrMetallicRoughness is a set of parameter values that are used to define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology.
Perspective is a perspective camera containing properties to create a perspective projection matrix.
Primitive represents geometry to be rendered with the given material.
Sampler represents a texture sampler with properties for filtering and wrapping modes.
Scene contains root nodes.
Joints and matrices defining a skin.
Sparse storage of attributes that deviate from their initialization value.
Target represents the index of the node and TRS property than an animation channel targets.
Texture represents a texture and its sampler.
TextureInfo is a reference to a texture.
Values is an array of size accessor.sparse.count times number of components storing the displaced accessor attributes pointed by accessor.sparse.indices.