Comments (11)
glTF is for OpenGL, OpenGL ES, and WebGL. Although, as the creators, we all have a WebGL bias, we should not impose these pseudo-shader-conventions.
The x-
prefix in x-shader/x-fragment
and x-shader/x-vertex
are not useful in the content of glTF. These properties refer to other glTF properties. These are not psuedo-mime-types like how the x-
names are conventionally used. They are equivalent to referencing a COLLADA id
.
The names I proposed are widely used, but I now propose that VERTEX_SHADER
and FRAGMENT_SHADER
are better because they correspond directly to createShader, which is one of the GL functions that will be called to process this part of glTF.
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Gotcha. I was indeed biased by WebGL here. I'll update the converter / viewer shortly with this.
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OK, I'll update the spec and schema with VERTEX_SHADER
and FRAGMENT_SHADER
.
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Updated. 4668c12
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Updated 4b3fd4b
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@pjcozzi heads up: you were suggesting in #92 that FRAGMENT_SHADER and VERTEX_SHADER should be renamed, please re-check this issue for the original reason.
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I've reviewed this and still think we should prefer fragmentShader
over FRAGMENT_SHADER
, and vertexShader
over VERTEX_SHADER
.
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re-opening this then ;)
@pjcozzi it's fine with me too to name as you prefer. Please update the SPEC, I will take care of the code.
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Renamed in d47f6a3.
Changing issue label to converter.
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Actually I can't change the label right now due to some network issues.
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