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authorRunitaiLinden <davep@lindenlab.com>2024-04-30 21:57:42 -0500
committerRunitaiLinden <davep@lindenlab.com>2024-04-30 21:57:42 -0500
commit170765fd3505410dced83b342f87030fd9151e35 (patch)
treef3665586f2d731a04bf645bc1155bbddc6c5f7e8 /indra/newview/gltfscenemanager.h
parent5e2bac01cb6e8d3de3cc0e496d94a729e4740247 (diff)
#1357 Proof of concept on decomposing a GLTF scene into its component parts
Diffstat (limited to 'indra/newview/gltfscenemanager.h')
-rw-r--r--indra/newview/gltfscenemanager.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/indra/newview/gltfscenemanager.h b/indra/newview/gltfscenemanager.h
index ec50a0952f..57d9e019a5 100644
--- a/indra/newview/gltfscenemanager.h
+++ b/indra/newview/gltfscenemanager.h
@@ -41,7 +41,9 @@ namespace LL
void load(const std::string& filename); // load asset from filename
void saveAs(); // open filepicker and choose file to save selected asset to
- void save(const std::string& filename); // save selected asset to filename
+ void save(const std::string& filename); // save selected asset to filename (suitable for use in external programs)
+ void decomposeSelection(); // open file picker and choose a location to decompose to
+ void decomposeSelection(const std::string& filename); // decompose selected asset into simulator-ready .gltf, .bin, and .j2c files
void update();
void render(bool opaque, bool rigged = false);