|
@@ -1,5 +1,13 @@
|
|
-# SharpGLTF.Monogame.Example
|
|
|
|
-
|
|
|
|
-Example of using Monogame and SharpGLTF to load animated glTF models at runtime.
|
|
|
|
-
|
|
|
|
-This is the same example found in [SharpGLTF examples](https://github.com/vpenades/SharpGLTF/tree/master/examples/MonoGameScene), the only difference is that the main project targets SharpGLTF public nuget package instead of the core project.
|
|
|
|
|
|
+# MonoGame realtime rendering demo
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+Notes on the demo:
|
|
|
|
+
|
|
|
|
+MonoGame typically preprocesses all graphics resources through its content pipeline, and all assets are converted to XNB files, which is what the runtime is able to load.
|
|
|
|
+
|
|
|
|
+This is not the case of this demo; the glTF files are loaded at runtime without any preprocessing.
|
|
|
|
+
|
|
|
|
+Also for simplicity, the demo uses the default in-built BasicEffect and SkinnedEffect shaders, which date from the years of DirectX9, so PBR rendering is not supported.
|
|
|
|
+
|
|
|
|
+The project depends on [SharpGLTF.Runtime.MonoGame](../SharpGLTF.Runtime.MonoGame), which also depends on [SharpGLTF.Core](../../src/SharpGLTF.Core), that's everything you need to load and render glTF models into MonoGame.
|