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One small issue I've noticed with SharpGLTF is that it exports satellite images as [GLTF name]_0.png, [GLTF name]_1.png, etc. rather than using the name passed into ImageBuilder.Name. I noticed that this is because of the following line in the export logic:
The reason because the library renames the images is because there's case scenarios (embedded images) where the texture file names are lost, and the library needs a unified way of handling texture names on export for all cases.
In fact, the code line you highlighted, and depending on the context, there is no guarantee to have texture file names at all.
it is doable for the use cases when texture names do exist, but it would require a case by case solution.
One small issue I've noticed with SharpGLTF is that it exports satellite images as [GLTF name]_0.png, [GLTF name]_1.png, etc. rather than using the name passed into ImageBuilder.Name. I noticed that this is because of the following line in the export logic:
SharpGLTF/src/SharpGLTF.Core/Schema2/Serialization.WriteSettings.cs
Line 389 in ec39f0f
I was hoping to request that the actual name be used instead, only falling back to the number approach if the name(s) were null.
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