tinygltf | Header only C++11 tiny glTF 2.0 library
kandi X-RAY | tinygltf Summary
kandi X-RAY | tinygltf Summary
TinyGLTF is a header only C++11 glTF 2.0 library. TinyGLTF uses Niels Lohmann's json library(so now it requires C++11 compiler. If you are looking for old, C++03 version, please use devel-picojson branch(but not maintained anymore).
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QUESTION
I am trying to port a program from Linux to windows. The program is built with conan.
Currently I run:
...ANSWER
Answered 2022-Jan-05 at 16:13Settings are external, project wide configuration, they cannot be defined or assigned values in conanfile.py
files.
Settings are defined in your profile, like the "default", you can see it printed when you type conan install
, something like:
QUESTION
I have a parent project and a subproject using meson. Quite sadly the subproject only builds in release mode. However, even if I set the parent project to debug using --reconfigure and check with configure that the build type is debug, it seems the NDEBUG macro is not defined for the subproject, which causes it to fail compilation.
Is there a way to enable debug builds for subprojects?
Parent snippet:
...ANSWER
Answered 2021-Nov-18 at 22:20This is currently not supported, as you could see from the table of core options, only 3 options are settable per subproject as of now: werror and default_library (since 0.54.0) and warning_level (since 0.56.0). And below in Specifying options per subproject you can find more details e.g. about order of applying.
Also I found from discussion in issue Subproject default_options are ignored one of the main contributor says:
Right now only a couple of options are allowed on a per-project basis: default_library, werror (and one more I can't remember off the top of my head). We keep adding more over time, but other ones are ignored, yes.
QUESTION
Currently I am getting this error trying to compile with meson:
../meson.build:96:0: ERROR: Dependency "cereal" not found, tried pkgconfig and cmake
However, the cereal.pc
file is located on the build directory where about a 12 more pc
files are found (dependencies are downloaded through conan). Every other pc file in the directory is found:
ANSWER
Answered 2021-Oct-10 at 06:19Removing all meson files through rm -rf meson*
inside the build directory and recompiling seems to have fixed the problem.
QUESTION
Reading the source code of tinygltf I see this:
...ANSWER
Answered 2020-Nov-08 at 20:20From the glTF specification, skin.skeleton
is "the closest common root of the joints hierarchy or a direct or indirect parent node of the closest common root."
Not all engines or authoring tools have a concept of a "root" in the joint hierarchy, so it isn't required, but if your loader needs one you can simply choose any node that is a common ancestor of the other joints, use the scene root itself, or insert a new root at loading time.
QUESTION
I am including both tinygltf and sfml in my project. When I include tinygltf with these options:
...ANSWER
Answered 2020-Mar-30 at 13:35Since you're linking SFML statically, you're integrating all the symbols of SFML in your application including the STB symbols.
I see two different solutions here, maybe there are more:
- Update the STB header in the SFML extlibs/ directory and rebuild SFML
- Link SFML dynamically, so your application doesn't see the SFML STB symbols
QUESTION
I working on a thermal tool using OptiX. I started with the "meshviewer" example which uses syoyo's tinygltf loader. Basically I want to import a file, get the number of primitives and then add up the intersections.
Now I imported a file containing two cubes, which should consist of 12 triangles each, so 24 in total. When I start my program the loader only recognizes 12 triangles, but it renders 2 seperate cubes. The primitive IDs seem to be identical for both cubes.
Is there a workaround when I export from blender? If I understood the documentation directly the separate cubes are treated as two "identical" instances of the same mesh and thus share the primitive IDs. I am using the v2.81 of Blender with the gltf exporter.
Do I understand the problem correctly? And is there an easy workaround? If not it seems I will have to modify the tinygltf loader.
Thank you for help in advance!
...ANSWER
Answered 2020-Jan-27 at 18:16It's possible the two cubes share the same mesh. In the screenshot below, there are two Blender "objects", Left-Cube
and Right-Cube
. Both objects use the same Blender mesh, called Shared-Cube-Mesh
.
The glTF exporter recognizes this pattern and mirrors it in the glTF file. There will be two glTF nodes, corresponding to the two Blender objects that use the mesh. But there will only be a single glTF mesh, with a single cube.
You can click the "number of users" button, shown below with a white arrow pointing to it, to make the second object use its own unique mesh. But be warned, this doubles the amount of mesh data being exported to glTF in this simple example. A complete copy of the mesh would be made in both Blender and the glTF binary payload.
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