AssetLoader
AssetLoader consumes glTF 2.0 content and produces FilamentAsset objects.
AssetLoader parses a blob of glTF 2.0 content (either JSON or GLB format) and produces a FilamentAsset object, which is a bundle of Filament textures, vertex buffers, index buffers, and entities. An asset is composed of one or more FilamentInstance objects containing the loaded scene hierarchy.
Clients must use AssetLoader to:
Create and destroy FilamentAsset objects (similar to how Engine creates core objects)
Not fetch external buffer data or create textures (use ResourceLoader for this)
Material providers: AssetLoader uses MaterialProvider to determine how materials are created:
UbershaderProvider: Uses a pre-compiled set of materials (recommended for performance)
JIT-compiled materials: Generated on-the-fly using Filamat (more flexible)
See also
AssetLoader consumes glTF 2.0 content and produces FilamentAsset objects.
AssetLoader parses a blob of glTF 2.0 content (either JSON or GLB format) and produces a FilamentAsset object, which is a bundle of Filament textures, vertex buffers, index buffers, and entities. An asset is composed of one or more FilamentInstance objects containing the loaded scene hierarchy.
Clients must use AssetLoader to:
Create and destroy FilamentAsset objects (similar to how Engine creates core objects)
Not fetch external buffer data or create textures (use ResourceLoader for this)
Material providers: AssetLoader uses MaterialProvider to determine how materials are created:
UbershaderProvider: Uses a pre-compiled set of materials (recommended for performance)
JIT-compiled materials: Generated on-the-fly using Filamat (more flexible)
See also
AssetLoader consumes glTF 2.0 content and produces FilamentAsset objects.
AssetLoader parses a blob of glTF 2.0 content (either JSON or GLB format) and produces a FilamentAsset object, which is a bundle of Filament textures, vertex buffers, index buffers, and entities. An asset is composed of one or more FilamentInstance objects containing the loaded scene hierarchy.
Clients must use AssetLoader to:
Create and destroy FilamentAsset objects (similar to how Engine creates core objects)
Not fetch external buffer data or create textures (use ResourceLoader for this)
Material providers: AssetLoader uses MaterialProvider to determine how materials are created:
UbershaderProvider: Uses a pre-compiled set of materials (recommended for performance)
JIT-compiled materials: Generated on-the-fly using Filamat (more flexible)
See also
AssetLoader consumes glTF 2.0 content and produces FilamentAsset objects.
AssetLoader parses a blob of glTF 2.0 content (either JSON or GLB format) and produces a FilamentAsset object, which is a bundle of Filament textures, vertex buffers, index buffers, and entities. An asset is composed of one or more FilamentInstance objects containing the loaded scene hierarchy.
Clients must use AssetLoader to:
Create and destroy FilamentAsset objects (similar to how Engine creates core objects)
Not fetch external buffer data or create textures (use ResourceLoader for this)
Material providers: AssetLoader uses MaterialProvider to determine how materials are created:
UbershaderProvider: Uses a pre-compiled set of materials (recommended for performance)
JIT-compiled materials: Generated on-the-fly using Filamat (more flexible)
See also
AssetLoader consumes glTF 2.0 content and produces FilamentAsset objects.
AssetLoader parses a blob of glTF 2.0 content (either JSON or GLB format) and produces a FilamentAsset object, which is a bundle of Filament textures, vertex buffers, index buffers, and entities. An asset is composed of one or more FilamentInstance objects containing the loaded scene hierarchy.
Clients must use AssetLoader to:
Create and destroy FilamentAsset objects (similar to how Engine creates core objects)
Not fetch external buffer data or create textures (use ResourceLoader for this)
Material providers: AssetLoader uses MaterialProvider to determine how materials are created:
UbershaderProvider: Uses a pre-compiled set of materials (recommended for performance)
JIT-compiled materials: Generated on-the-fly using Filamat (more flexible)
See also
Types
Functions
Create a FilamentAsset from glTF 2.0 data.
Create a FilamentAsset from glTF 2.0 data.
Create a FilamentAsset from glTF 2.0 data.
Create a FilamentAsset from glTF 2.0 data.
Create a FilamentAsset from glTF 2.0 data.
Create a FilamentInstance from an existing FilamentAsset.
Create a FilamentInstance from an existing FilamentAsset.
Create a FilamentInstance from an existing FilamentAsset.
Create a FilamentInstance from an existing FilamentAsset.
Create a FilamentInstance from an existing FilamentAsset.
Create a FilamentAsset with pre-allocated instances.
Create a FilamentAsset with pre-allocated instances.
Create a FilamentAsset with pre-allocated instances.
Create a FilamentAsset with pre-allocated instances.
Create a FilamentAsset with pre-allocated instances.
Destroy a FilamentAsset and release all associated resources.
Destroy a FilamentAsset and release all associated resources.
Destroy a FilamentAsset and release all associated resources.
Destroy a FilamentAsset and release all associated resources.
Destroy a FilamentAsset and release all associated resources.
Enable diagnostic output for asset loading.
Enable diagnostic output for asset loading.
Enable diagnostic output for asset loading.
Enable diagnostic output for asset loading.
Enable diagnostic output for asset loading.