Mention hardcoded Resonite library paths

main
copygirl 4 days ago
parent 8fc483e227
commit 143ae07bfd
  1. 5
      README.md

@ -22,12 +22,15 @@ we have to go about it in a more roundabout way:
- Process supported asset types: Meshes, textures, and materials - Process supported asset types: Meshes, textures, and materials
- These assets can then be referenced by their ID by other nodes - These assets can then be referenced by their ID by other nodes
- Go through all node and attach meshes to them if they have some - Go through all node and attach meshes to them if they have some
- Export the whole thing as a `.glb` with [SharpGLTF] - Export the whole thing as `test/scene.glb` with [SharpGLTF]
**NOTE:** It might be possible to parse a good chunk of this with Resonite's **NOTE:** It might be possible to parse a good chunk of this with Resonite's
own library, but it probably requires setting up an `Engine` or so for it to own library, but it probably requires setting up an `Engine` or so for it to
parse all the related files, I don't have the know-how to do that. parse all the related files, I don't have the know-how to do that.
**NOTE:** The path to the Resonite libraries is hardcoded in `Res2tf.csproj`
so if you'd like to use this yourself you will have to change this.
[Resonite]: https://resonite.com/ [Resonite]: https://resonite.com/
[SharpGLTF]: https://github.com/vpenades/SharpGLTF [SharpGLTF]: https://github.com/vpenades/SharpGLTF
[BSON]: https://bsonspec.org/ [BSON]: https://bsonspec.org/
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