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GLTFLoader: Preserve unknown extension data on nodes and materials. #13826
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340c7df
GLTFLoader: Preserve unknown extension data on nodes and materials.
donmccurdy 27a5b9a
GLTFLoader: Include extensions on scene, clean up.
donmccurdy 94b37fd
GLTFLoader: Revert too much cleanup.
donmccurdy c8b13c6
GLTFLoader: Rebase.
donmccurdy 72aac21
GLTFLoader: keep top-level extension data, return parser, add docs.
donmccurdy 3cef165
GLTFLoader: Fix whitespace.
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It's true that any GLTF object can have extensions right? Material is most immediately useful for us, but just 'scene' would also be useful.
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With some exceptions in the spec, and other exceptions that don't map directly to loader output, but yes most objects can have extensions. Added
sceneas well. :)There was a problem hiding this comment.
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Awesome! 'mesh' may also be useful, but not immediate for me.
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Let's wait on that one — a "mesh" does not map 1:1 with a
THREE.Mesh(multiple primitives etc.) so it is a bit trickier.