# Objective - Extracted from https://github.com/bevyengine/bevy/pull/20099 - Turns out glTF also uses its viewport coordinate system for lights, so let's account for that ## Solution - Use the same branch for lights as for cameras when importing glTFs ## Testing - Ran a dedicated Blender test scene to verify that this is the correct behavior. |
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| Cargo.toml | ||
| LICENSE-APACHE | ||
| LICENSE-MIT | ||
| README.md | ||