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          April 4, 2025 18:23 
        
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        mahulst created this gist Apr 4, 2025 .There are no files selected for viewingThis file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,82 @@ Vertex2 :: struct { pos: Vec3, color: Vec4, uv: Vec2, normal: Vec3, } data, result := cgltf.parse_file({}, "./assets/barrel.glb") b := cgltf.load_buffers({}, data, "./assets/barrel.glb") vertices: [dynamic]Vertex2 = make([dynamic]Vertex2) indices: [dynamic]u16 = make([dynamic]u16) for mesh in data.meshes { for prim in mesh.primitives { pos_accessor: ^cgltf.accessor norm_accessor: ^cgltf.accessor uv_accessor: ^cgltf.accessor for attr in prim.attributes { #partial switch attr.type { case cgltf.attribute_type.position: pos_accessor = attr.data case cgltf.attribute_type.normal: norm_accessor = attr.data case cgltf.attribute_type.texcoord: uv_accessor = attr.data } } if pos_accessor == nil { fmt.println("Primitive missing position attribute") continue } vertex_count := (pos_accessor.count) for mesh: uint = 0; mesh <= vertex_count; mesh += 1 { v: Vertex2 = { color = {1, 1, 1, 1}, } ok := cgltf.accessor_read_float( pos_accessor, mesh, &v.pos[0], 3, );assert(ok == true) if norm_accessor != nil { ok := cgltf.accessor_read_float( norm_accessor, mesh, &v.normal[0], 3, );assert(ok == true) } if uv_accessor != nil { ok := cgltf.accessor_read_float( uv_accessor, mesh, &v.uv[0], 2, );assert(ok == true) } append(&vertices, v) } if prim.indices != nil { for i: uint = 0; i < prim.indices.count; i += 1 { index := cgltf.accessor_read_index(prim.indices, i) append(&indices, u16(index)) } } // Here you have the vertices and indices } }