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@ -41,10 +41,10 @@ In other words, the glTF imported simply assumed that glTF models used -Z as the
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But that meant that a glTF model's `Transform::forward()` would actually point backwards from the point of view of the model,
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which is counterintuitive and very annoying when working across different art pipelines.
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To remedy this, we want to change the default glTF import behavior to instead load the scene so that the coordinate system of *models* instead of *cameras* is aligned with Bevy.
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To remedy this, we want to change the default glTF import behavior so that the coordinate system of glTF *models* instead of glTF *cameras* is aligned with Bevy.
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In practice, this means rotating the scene as described above.
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The downside is that glTF cameras that have an identity transform in glTF will now look to +Z instead of -Z in Bevy. In practice, this should not be a problem,
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as the whole scene rotated anyways, so the end result on your screen will look the exact same.
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The downside is that glTF cameras that have an identity transform in glTF will now look to +Z instead of -Z in Bevy.
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This should not be a problem, as the whole scene rotated anyways, so the end result on your screen will look the exact same.
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But changing the import behavior right now in one swoop would mean that *all* imported glTFs of *all* users would suddenly look different, breaking their scenes!
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Not to mention that any bugs in the conversion code would be incredibly frustating for users.
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