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GLTF LoadSkinAsync Fixes

MackeyK24 6 anni fa
parent
commit
432937d92a

+ 0 - 1
dist/preview release/what's new.md

@@ -134,7 +134,6 @@
 - Added LoadScriptAsync tools helper function [MackeyK24](https://github.com/mackeyk24))  
 - Added customShaderNameResolve to PBRMaterialBase to allow subclasses to specify custom shader information [MackeyK24](https://github.com/mackeyk24))
 - Added PBRCustomMaterial to material library to allow easy subclassing of PBR materials [MackeyK24](https://github.com/mackeyk24))
-- Added LoadSkinAsync to GLTF2 loaders to allow custom skinning support [MackeyK24](https://github.com/mackeyk24))
 - Added `auto-exposure` support in `StandardRenderingPipeline` when `HDR` is enabled ([julien-moreau](https://github.com/julien-moreau))
 
 ### OBJ Loader

+ 1 - 1
loaders/src/glTF/2.0/glTFLoaderExtension.ts

@@ -109,7 +109,7 @@ export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposa
      * @param context The context when loading the asset
      * @param node The glTF node property
      * @param skin The glTF skin property
-     * @returns A promise that resolves with the loaded Babylon skeleton when the load is complete or null if not handled
+     * @returns A promise that resolves when the load is complete or null if not handled
      */
     _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;