This caused regressions with some of our samples like vk_hellopbr: - For the new 1x1 textures, RGB isn't accepted by Vulkan and Metal. Currently these platforms require RGBA, although we plan on adding reshaping functionality for the future. - Too many texture samplers in a single shader, this causes a run time error. This could be alleviated by creating an atlas. - vk_hellopbr assumes that all materials have a "metallic" param. Going forward, we plan on creating a new library that avoids MeshAssimp, so for now let's just disable gltf_viewer.
16 KiB
16 KiB