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9f21df035b
* closes #80 * preliminary work for further asset management from the Blender side without needing additional dependencies & boilerplate on the Bevy side * feat(auto_export): * now injecting list/tree of sub blueprints to main scenes/levels & blueprints * made blueprints/asset list conditional on NOT legacy mode * feat(gltf_blueprints): * basics of dynamic loading of sub_blueprints * added same kind of logic to the loading of material files * also made a more generic variant of the BlueprintAssetLoadTracker * added gltf file path for more informative error in case a gltf is missing * refactor(): * made the various gltf assets loaded by bevy_asset_loader optional (to handle the case where they are not present) * updated all examples accordingly * chore(crates): fixed links, slight tweaks, bumped versions |
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README.md |
Materials example/demo
Example of materials use & reuse (including textures) to avoid redundant materials in blueprints gltfs that lead to asset & memory bloat
- to be used together with
gltf_auto_export
version >0.6 with the "materials library" option for exports - It shows you how ou can configure
Bevy_gltf_blueprints
to support material libraries - material library is here
Running this example
cargo run --features bevy/dynamic_linking