# Objective - fixes https://github.com/bevyengine/bevy/issues/13473 ## Solution - When a single mesh is assigned multiple materials, it is divided into several primitive nodes, with each primitive assigned a unique material. Presently, these primitives are named using the format Mesh.index, which complicates querying. To improve this, we can assign a specific name to each primitive based on the material’s name, since each primitive corresponds to one material exclusively. ## Testing - I have included a simple example which shows how to query a material and mesh part based on the new name component. ## Changelog - adds `GltfMaterialName` component to the mesh entity of the gltf primitive node. --------- Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> |
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| .. | ||
| AlienCake | ||
| animated | ||
| AnisotropyBarnLamp | ||
| barycentric | ||
| CornellBox | ||
| cube | ||
| cubes | ||
| DepthOfFieldExample | ||
| extras | ||
| FlightHelmet | ||
| FlightHelmetLowPoly | ||
| GltfPrimitives | ||
| GolfBall | ||
| IrradianceVolumeExample | ||
| PalmTree | ||
| ship | ||
| SimpleSkin | ||
| sphere | ||
| terrain | ||
| TonemappingTest | ||
| torus | ||
| VolumetricFogExample | ||
| Box0.bin | ||