- use resgen to package the DFG LUT into filament, instead of using
a large include of a C array.
- add a zstd compression step, which reduces the size from ~100KB to
~75KB.
The overhead of zstd is about 90KB uncompressed, however it will pay
for itself tenfold when we use it to compress material packages.
- Ensure C++17 is used to compile sample projects
- Upgrade to the latest Xcodegen and re-generate projects
- Add a bundle ID disambiguator so users don't need create unique bundle Ids when opening sample projects
- Add a simple generate-samples.sh script
* Add multi-scene support to gltf_viewer.
To test this, I generated a multi-scene asset as follows.
```
gltf-transform merge Avocado/glTF/Avocado.gltf \
BarramundiFish/glTF/BarramundiFish.gltf \
~/Desktop/Merged.gltf
```
* Specify c++17 in pbxproj files.
* API BREAKAGE: this change aims to fix multi-view support
What has changed:
- View doesn't have a notion of clear color anymore
- View doesn't have a notion of discard flags anymore
- The clear color and color-buffer discard/clear flags are moved to Renderer
- Skybox can now be set to a constant color
- View have a blend-mode
What does is all mean:
"Clearing" (i.e.) setting its background is now handled by Skybox, by
setting a constant color to the Skybox. This should take care of
drawing views side by side.
When a view needs to be drawn on top of another, it's BlendMode needs to
be set to TRANSLUCENT and of course and, generally, it wither won't have
a skybox, or will have one that sets some translucent pixels.
As an optimization, a View with BlendMode::OPAQUE will have its
background cleared with the color specified in Renderer.
If the SwapChain already has some content, it's now possible to set
the Renderer to not discard the content, together with TRANSLUCENT views,
it's possible to draw on top of that content.
It is NOT possible to share depth/stencil buffers between views.
Fixes: #2369, #2372, #2364
* Address reviewers comments.
Note: WebGL is still broken with this PR