A number of headers in the codebase included `rendering_server.h` just for some enum definitions. This means that any change to `rendering_server.h` or one of its dependencies would trigger a massive incremental rebuild. With this change, we decouple a number of classes from `rendering_server.h`, greatly speeding up incremental rebuilds for that area. On my machine, this reduces incremental compilation time after an edit of `rendering_server.h` by 60s (from 2m57s). |
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|---|---|---|
| .. | ||
| doc_classes | ||
| editor | ||
| extensions | ||
| structures | ||
| tests | ||
| config.py | ||
| gltf_defines.h | ||
| gltf_document.cpp | ||
| gltf_document.h | ||
| gltf_state.compat.inc | ||
| gltf_state.cpp | ||
| gltf_state.h | ||
| gltf_template_convert.h | ||
| README.md | ||
| register_types.cpp | ||
| register_types.h | ||
| SCsub | ||
| skin_tool.cpp | ||
| skin_tool.h | ||
Godot glTF import and export module
In a nutshell, the glTF module works like this:
- The
structures/folder contains glTF structures, the small pieces that make up a glTF file, represented as C++ classes. - The
extensions/folder contains glTF extensions, which are optional features that build on top of the base glTF spec. GLTFStateholds collections of structures and extensions.GLTFDocumentoperates on GLTFState and its elements.- The
editor/folder uses GLTFDocument to import and export 3D models.