Preserve mesh, material, and texture names in GLTF export#109475
Preserve mesh, material, and texture names in GLTF export#109475Repiteo merged 1 commit intogodotengine:masterfrom
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I support this, but I am not able to review during the next week. @aaronfranke and @lyuma are around. |
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Coincidentally I just made a PR for doing this with mesh names 2 days ago: #109421 Can you make sure that the code in your PR matches this for meshes, and works the same way for surface, material, and texture names? |
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Ok, I rebased on top of yours and left all your changes intact, and I added my changes for materials and images. |
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4.5 is forked, so this could be reviewed and merged into master now. |
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4.5 has not been forked yet, the documentation has but not the main repo |
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Thanks! |
When serializing a Godot scene to a GLTF document, the original mesh, material, and texture names are not currently being serialized. This makes it difficult to compare exported scenes with the original and verify that GLTF exports are accurate. This changes the serialization process such that if the meshes, materials, and textures have names, we use them and we save them to the document.