[Bf-extensions-cvs] [ebd3f5a4] blender2.8: glTF: Fix & tweak glTF / Embedded / glb

Julien Duroure noreply at git.blender.org
Tue Dec 4 18:27:27 CET 2018


Commit: ebd3f5a4dc0819520a8de8da80952bbcd05b88bc
Author: Julien Duroure
Date:   Tue Dec 4 18:27:13 2018 +0100
Branches: blender2.8
https://developer.blender.org/rBAebd3f5a4dc0819520a8de8da80952bbcd05b88bc

glTF: Fix & tweak glTF / Embedded / glb

===================================================================

M	io_scene_gltf2/__init__.py
M	io_scene_gltf2/blender/exp/gltf2_blender_export.py
M	io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py

===================================================================

diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 10577813..d6b7fd02 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -74,11 +74,11 @@ class ExportGLTF2_Base:
 
     export_format: EnumProperty(
         name='Format',
-        items=(('GLB', 'Binary (.glb)', 'Exports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit later'),
-               ('GLTF', 'JSON (.gltf)', 'Exports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit later'),
-               ('GLTF_SEPARATE', 'JSON (.gltf + .bin + textures)', 'Exports multiple files, with separate JSON (.gltf), binary (.bin), and texture data. Easiest to edit later')),
+        items=(('GLB', 'glb', 'Exports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit later'),
+               ('GLTF_EMBEDDED', 'glTF embedded)', 'Exports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit later'),
+               ('GLTF', 'glTF', 'Exports multiple files, with separate JSON (.gltf), binary (.bin), and texture data. Easiest to edit later')),
         description='Output format and embedding options. Binary is most efficient, but JSON (embedded or separate) may be easier to edit later',
-        default='GLB'
+        default='GLTF'
     )
 
     export_copyright: StringProperty(
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_export.py b/io_scene_gltf2/blender/exp/gltf2_blender_export.py
index 7ef3941d..f2cc9fa5 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_export.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_export.py
@@ -61,7 +61,7 @@ def __create_buffer(exporter, export_settings):
     if export_settings[gltf2_blender_export_keys.FORMAT] == 'GLB':
         buffer = exporter.finalize_buffer(export_settings[gltf2_blender_export_keys.FILE_DIRECTORY], is_glb=True)
     else:
-        if export_settings[gltf2_blender_export_keys.FORMAT] == 'GLTF':
+        if export_settings[gltf2_blender_export_keys.FORMAT] == 'GLTF_EMBEDDED':
             exporter.finalize_buffer(export_settings[gltf2_blender_export_keys.FILE_DIRECTORY])
         else:
             exporter.finalize_buffer(export_settings[gltf2_blender_export_keys.FILE_DIRECTORY],
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
index 42dd9bd7..d9cc17dc 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
@@ -48,8 +48,7 @@ def __filter_image(sockets_or_slots, export_settings):
 
 
 def __gather_buffer_view(sockets_or_slots, export_settings):
-    if export_settings[gltf2_blender_export_keys.FORMAT] != 'ASCII':
-
+    if export_settings[gltf2_blender_export_keys.FORMAT] != 'GLTF':
         image = __get_image_data(sockets_or_slots)
         return gltf2_io_binary_data.BinaryData(
             data=image.to_image_data(__gather_mime_type(sockets_or_slots, export_settings)))
@@ -80,7 +79,7 @@ def __gather_name(sockets_or_slots, export_settings):
 
 
 def __gather_uri(sockets_or_slots, export_settings):
-    if export_settings[gltf2_blender_export_keys.FORMAT] != 'GLB':
+    if export_settings[gltf2_blender_export_keys.FORMAT] == 'GLTF':
         # as usual we just store the data in place instead of already resolving the references
         return __get_image_data(sockets_or_slots)
     return None



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