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warrenm avatar warrenm commented on September 4, 2024

Draco is an awfully big dependency, and I'm not interested in having it in the source tree of this repository or taking it on as a hard external dependency. We could talk about the best way to introduce a Draco decompression plugin of sorts for people who want it, assuming that change isn't too invasive.

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warrenm avatar warrenm commented on September 4, 2024

Okay, I've taken a swing at defining a Draco plugin scheme for mesh decompression. Check out 3afcfd3.

To use it, link against Draco in your target, write a class that conforms to the GLTFDracoMeshDecompressor protocol, and set the dracoDecompressorClassName class property on GLTFAsset before loading.

I've included a sample decompressor implementation in Objective-C++ (see SampleDracoPlugin.h), but it's not enabled because I don't want to include Draco source or binaries in this repository. To test it out, compile Draco for your target of choice, link against it, point Xcode at the appropriate header and library paths, and add the following line before loading Draco-compressed assets:

GLTFAsset.dracoDecompressorClassName = "DracoDecompressor"

Let me know what you think. If this serves your needs we can merge it soon.

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warrenm avatar warrenm commented on September 4, 2024

This change will be merged and this issue closed in two days if no further response is received.

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Zach-Doster avatar Zach-Doster commented on September 4, 2024

Okay thanks I'll take a look!

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warrenm avatar warrenm commented on September 4, 2024

This change will be merged and this issue closed in four days if no further response is received.

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warrenm avatar warrenm commented on September 4, 2024

Addressed in #21. Please file a new issue if you find this solution not to meet your needs.

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