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author | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2022-11-23 15:29:01 -0800 |
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committer | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2022-11-24 09:00:09 -0800 |
commit | baab97302acf1256a3ef974ff7623fa1a353ebab (patch) | |
tree | d7cf40635cf670c12e295164b7388d4d50e6b779 /doc/classes/PhysicsShapeQueryParameters3D.xml | |
parent | e3a51e53ef055a1fe94351b68173c6dfcd2cb371 (diff) |
Cache materials in gltf as the abstract class of Material
Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
Diffstat (limited to 'doc/classes/PhysicsShapeQueryParameters3D.xml')
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