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Jan Hohenheim 2025-07-14 04:09:59 +02:00
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@ -41,10 +41,10 @@ In other words, the glTF imported simply assumed that glTF models used -Z as the
But that meant that a glTF model's `Transform::forward()` would actually point backwards from the point of view of the model,
which is counterintuitive and very annoying when working across different art pipelines.
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.
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.
In practice, this means rotating the scene as described above.
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,
as the whole scene rotated anyways, so the end result on your screen will look the exact same.
The downside is that glTF cameras that have an identity transform in glTF will now look to +Z instead of -Z in Bevy.
This should not be a problem, as the whole scene rotated anyways, so the end result on your screen will look the exact same.
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!
Not to mention that any bugs in the conversion code would be incredibly frustating for users.