Increase precision for very high-frequency animations So there too I don't see value in storing that FPS rate in the glTF file itself, as a different renderer could have a different rate or variable rate, and can and should adapt the seconds to the target FPS. In the case of a non-interactive render, such as a full render in Blender, the non-interactive renderer will have its own internal idea of what frame rate it's targeting for playback, and can just divide the current frame number by that FPS rate to get the seconds since start. But I feel confident that glTF is already storing the information the right way for interactive purposes. Perhaps I'm biased coming from the land of interactive renderers where time between frames is not constant, and "seconds since start" is much easier and more meaningful to track than numbers of frames with rates of frames.
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