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Updated change log and readme
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atteneder committed Feb 22, 2019
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6 changes: 4 additions & 2 deletions ChangeLog.md
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# 0.1

# 0.2
Support for regular JSON glTFs (non-binary)

# 0.1
First pre-release

# Pre release changes
## 2018-09-02
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19 changes: 14 additions & 5 deletions README.md
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## Missing features

This project is in an early development state and some things are (deliberately) missing:
This project is in an early development state and some things are missing:

* no binary glb files with external buffers
* no regular (JSON based) glTFs
* embed buffers or textures
* meshes without indices
* mesh compression
* no animation
* no glTF 1.0 backwards compatibility
* further extensions

See details on missing features in the [issues](https://github.com/atteneder/glTFast/issues) section.

## Roadmap / Priorities

Besides speed, the focus at the moment is on users that:

* control the content (are able to generate compatible glb files)
* control the content (are able to create compatible glTFs)
* use it for static content (no animation, skinning or morphing)

I try to keep an up-to-date, detailed roadmap in the [milestones](https://github.com/atteneder/glTFast/milestones)
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# Usage
Copy the Assets/GLTFast folder into you Unity project's Assets folder.

Minimum code to load a glb file:
Minimum code to load a glTF file:

```C#
var gltf = new GameObject().AddComponent<GLTFast.GltfAsset>();
gltf.url = "https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Models/master/2.0/Duck/glTF/Duck.gltf";
```

Minimum code to load a glTF binary (.glb) file:

```C#
var gltf = new GameObject().AddComponent<GLTFast.GlbAsset>();
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