# Objective The objective is to be able to load data from "application-specific" (see glTF spec 3.7.2.1.) vertex attribute semantics from glTF files into Bevy meshes. ## Solution Rather than probe the glTF for the specific attributes supported by Bevy, this PR changes the loader to iterate through all the attributes and map them onto `MeshVertexAttribute`s. This mapping includes all the previously supported attributes, plus it is now possible to add mappings using the `add_custom_vertex_attribute()` method on `GltfPlugin`. ## Changelog - Add support for loading custom vertex attributes from glTF files. - Add the `custom_gltf_vertex_attribute.rs` example to illustrate loading custom vertex attributes. ## Migration Guide - If you were instantiating `GltfPlugin` using the unit-like struct syntax, you must instead use `GltfPlugin::default()` as the type is no longer unit-like. |
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| .. | ||
| animate_shader.wgsl | ||
| array_texture.wgsl | ||
| cubemap_unlit.wgsl | ||
| custom_gltf_2d.wgsl | ||
| custom_material_screenspace_texture.wgsl | ||
| custom_material.frag | ||
| custom_material.vert | ||
| custom_material.wgsl | ||
| custom_vertex_attribute.wgsl | ||
| game_of_life.wgsl | ||
| instancing.wgsl | ||
| line_material.wgsl | ||
| post_processing.wgsl | ||
| shader_defs.wgsl | ||
| show_prepass.wgsl | ||
| texture_binding_array.wgsl | ||
| tonemapping_test_patterns.wgsl | ||