API Reference · Model and texture loading
GltfLoadOptions
Namespace: Ava3D
public sealed class GltfLoadOptions
How GltfAsset.LoadAsync reads a file.
Properties
| Member | Description |
|---|
static GltfLoadOptions Default { get; }
| The defaults: no resolver, tolerant, unnamed. |
string Name { get; set; }
| The name for the root node of every instance, when the file's own name is not wanted. |
IGltfResourceResolver Resolver { get; set; }
| Where a .gltf's external buffers and images come from. Null reads only what is in the bytes given — a .glb, or a .gltf with data: URIs — and records anything external as an GltfDiagnosticKind.UnresolvedBuffer or GltfDiagnosticKind.UnresolvedImage. Loading from a Uri picks one from the scheme when this is left null. |
bool Validate { get; set; }
| Throw a GltfException listing the GltfDiagnostics rather than load what could be read. Off by default: a model with one bad accessory is worth having, and the diagnostics say what is missing. On for a pipeline that would rather fail a build than ship a model with a hole in it. |
See also