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Splitting EXT_mesh_features into multiple extensions #56
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Restricting `EXT_mesh_features` to the definition of feature IDs
extensions/2.0/Vendor/EXT_instance_features/schema/featureId.schema.json
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…-as-ids Mention Feature IDs by Indices in specification text
They have largely been obsolete due to the inlined ones.
…examples Removed examples section from `EXT_mesh_features`
…scale-follow-up Update descriptions of offset/scale/min/max in schema
Change featureIds dictionary back to array
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The extensions that this PR consists of had originally been a single extension. The original, single extension has been reviewed. Each PR that carved out one of the new extensions has been created in a dedicated PR that went into the branch that this PR is based on. There have been changes in each individual part, but these should be consistent with the overall structure and description. So I think this could be merged.
Only one question: There are some links like https://github.com/CesiumGS/3d-tiles/blob/extension-revisions/next/REVISION_HISTORY.md
that refer to a branch (and not main
) - at which point are these supposed to be be updated?
Fix links to revision histories for Cesium extensions
This PR splits EXT_mesh_features into three separate extensions:
This was done for multiple reasons
We even considered splitting
EXT_structural_metadata
into four separate extensions - one for the schema definition and three others for the encodings (property tables, property textures, property attributes) - but decided it was better to keep them together.Opening the PR here for early feedback, then we'll updated the
Khronos/glTF
PRs. This includes the work from #51 #52 #55To do:
featureIds
offset
but notscale
and the property table definesscale
but notoffset
? even though the property table's offset is undefined, a default (probably 0) would make more sense than inheriting the class offset (which could be different)propertyAttributes
to refer to components of an accessor. Allows properties to be packed into the same attribute without excessive padding (glTF requires 4-byte padding for attribute elements)