Patch release FBX2glTF v0.9.5
Pre-release
Pre-release
This patch release comes a little sooner than expected, because it fixes a crashing bug.
- Fix embarrassing overrun while writing long integers to a buffer allocated for short ones.
- Joyously accepted the @davilovick PR that eliminates FBX' use of scaling transforms on all nodes directly below the root. We now bake this scale factor (which comes from unit conversion) into the actual vertices.
- We now mark exported materials up with a little metadata as to their origins. See e992aac for details.
- Do a slightly better job locating textures in the local filesystem.
- We now treat a PNG texture as non-opaque only if it actually contains alpha pixels < 255. Previously the mere existence of an alpha channel would result in glTF alpha-blending.
- We now correctly clamp common constants (e.g.
emissiveFactor
) to glTF-approved values, since FBX allows them free range. - Improvements to the Lambert/Phong -> PBR conversion.
- When we fail to load a texture, we now replace it with a tiny static transparent PNG, rather than a tiny static transparent GIF. (It's still possible that this is a generally poor idea; perhaps we should go the opposite route and use a very obvious 'broken' symbol texture.)
- Somehow we weren't looking for an ambient occlusion texture. Fixed.