* Rewrite Maven publish tasks to support multiple flavors
* Don't build filamat with an unused CMake option
* Don't compiler debug in release mode
* ... for real
* Link to BUILDING.md
* Re-organize Android Gradle files
Clean up our Gradle files, share versioning, etc. and prepare for
publication to sonatype.
* Use androix annotations for desktop
* Add samples as subprojects to root Gradle
* Fix build script
* Don't break when samples aren't compiled
* Better organize the Android Studio project
* Add Android presubmit
* Build Android on Linux, macOS targets have NDK 18 only
* Consolidate workflows and jobs
* Try to build Android on macOS
* Fix typo
* Cleanup scripts
* Try NDK side by side if NDK bundle has the wrong version
* Simplify logic
* Fix NDK logic
* Only update the NDK when necessary
* Fix typo
* Update required NDK version
* Favor NDK side-by-side
* Remove support for obsolete NDK bundle, require NDK side-by-side
* Install the NDK side by side when missing
The AO baking procedure consists of the following steps:
1. Flatten the glTF hierarchy.
2. Generate a single 2D parameterization for the entire scene.
3. Embree Pass 1: Create G-Buffer using the above UVs as vert positions.
4. Embree Pass 2: Cast rays from the positions embedded in the G-Buffer.
The `gltf_baker` tool is not ready for general use but already
produces reasonable results for certain well-formed models.
* Add build command for Markdeep files
build.sh -w can now be used to "rasterize" Markdeep .md.html files
to regular, static .html files. These files load faster and do not
suffer from an initial flash of uninitialized content.
This new command requires node, npm and nx to run puppeteer to
"rasterize" the Markdeep documents. This should eventually be
integrated in the actual build system to automatically re-generate
the HTML files when the Markdeep documents are edited.
* Remove unnecessary .gitignore file
* Change constant names for JS docs
This is our new mobile-friendly and web-friendly library for loading
glTF assets. It is still a work in progress, but already capable of
loading many conformance models, including those with animation,
skinning, and a couple of extensions (nonlit and texture transforms).
Next week we will add a sample app demonstrating its usage.