Just to add, the final design of the `pyglet.model` module is very similar 
to `pyglet.image`, in that you can do `pyglet.model.load('file.gltf', 
batch=optional_batch)`. The pyglet.resource module also has 
`pyglet.resource.model(file, batch)`.  In additional, the `model` module 
uses the same `codec` design that the image and media modules do. This 
means anyone can write a decoder for specific format, and add it at runtime 
with `pyglet.model.add_decoders(module)`. 



On Thursday, July 26, 2018 at 9:21:01 PM UTC+9, Benjamin Moran wrote:
>
> Hi everyone, 
>
> I finally got back to working on the GLTF decoder, it's it's just about 
> done. I have a few more things to finish up after that, and I can merge 
> this in. Tests also need to be written as well. Writing the GLTF decoder 
> has clarified a few things, so I'm feeling fairly happy about it. It will 
> be a fairly simple implementation to start, but things can be expanded in 
> the future as we move to GL3+ (which I've also been working on :)  ). 
>
>
> On Tuesday, May 30, 2017 at 12:38:12 PM UTC+9, Benjamin Moran wrote:
>>
>> Hi all, 
>>
>> This is one thing that was often talked about in the past, but noone ever 
>> got around to implementing. It would be great to implement for some future 
>> release. 
>> I've done some tinkering around with this, and after some thought I think 
>> I have a decent idea on how it might fit in. (I'm going with the working 
>> name "model" for the module, but name suggestions are welcome!). 
>>
>> Creating a 3D models would be different from Sprites, since it involves 
>> loading one or more files from disk. For this reason, it seems to me that 
>> it makes the most sense to shape this this after the current "image" 
>> module.  Just as there are different codecs for handling different image 
>> formats, we would have different parsers for a few different 3D model 
>> formats. You would do something like:
>> my_model = pyglet.model.load("thing.obj")
>> The file extension would be used to determine which parser to use, just 
>> as the image module does. (There is already some example code in /contrib 
>> for loading obj files, so a parser would be easy to create). Extending 
>> pyglet.resource to use this loader would be trivial. 
>>
>> The main thing to do is to figure out internal classes for the abstract 
>> representation of the data. For example, instead of ImageData that's 
>> returned from the image codecs, we would have VertexData, MaterialData, 
>> etc. The 3D model class would constructed from this, in the same way the 
>> Sprite class is constructed from an image and positional data. 
>>
>> I'd love to hear feedback on this. 
>> -Ben
>>
>

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