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GLTF Blender exporting Quads #1655
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From the Blender addon docs –
Support for quads has been proposed, but is currently only a proposal, and would be considerably slower for runtime use, which is the focus of glTF. |
There's a separate repository for the Blender exporter: https://github.com/KhronosGroup/glTF-Blender-IO. However, the glTF spec itself intentionally doesn't allow quads, so it's not just a matter of patching the exporter. |
That proposal has no runtime cost if an implementation just renders the triangles. |
Good point! That particular proposal is clever about it; I should have read through. |
Nonetheless, it is probably true that if @jclarkk assumes quad support, he probably also assumes de-facto support for it in the existing glTF ecosystem, and obviously there isn't any. |
Actually, a good reason to export in quads is the If an artists creates a model in |
That's not necessarily the case. Vertex attributes (that use most of geometry space) will take the same size regardless of connectivity information. Index buffer that contains only quads could be smaller than the index buffer with triangles, but it would require runtime processing to be rendered with GPU APIs. The extension proposed by @zellski encodes quads (or other n-gons) by using very specific order of triangles. This allows zero-processing rendering while preserving original connectivity information for tools that need it. |
Let's continue discussion in #1620. |
Seems like no matter what we do we're not able to export the mesh as Quads in GLTF.
Even though we have the mesh as Quads in Blender the export seems to convert them into Triangles.
When exporting the same mesh as OBJ it is still represented as Quads.
Is there a reason behind this?
Thanks!
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