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- Make Material class abstract and reorganize properties - Add ShaderMaterial, PhongMaterial, BlinnMaterial, PbrMaterial types - Introduce FbxMaterialBuilder hierarchy for material parsing - FBX builder now dispatches by ShadingModel for materials - Property lookup is now case-insensitive and type-safe - Add MultiLayer and ShadingModel FBX tokens - Expand test suite with local FBX sample cases - Remove obsolete Geometry property class and clean up code
Moved all material and texture classes from MeshIO.Shaders to a new MeshIO.Materials namespace. Introduced a Texture class with filter and wrap enums, and extended PbrMaterial to support texture properties. Added GltfTextureBuilder and GltfConverter for glTF texture handling. Updated GltfMaterialBuilder to assign textures, and rewrote GltfMaterialNormalTextureInfo to implement IGltfTextureInfo. GlbFileBuilder now manages images, samplers, and textures. Renamed Camera.OrtographicZoom to OrthographicZoom. Updated all references and usages to reflect these changes.
- Add XML docs and DiffuseFactor to Material; remove unused properties - Improve FbxMaterialBuilder property extraction and naming - Move TextureFilterType and WrapMode enums to separate files - Update Texture class to use new enums and clarify property order - Clean up GltfMaterialBuilder: remove unused method, minor logic changes
Update GltfTextureInfo and GltfMaterialOcclusionTextureInfo to use string-based Index properties and implement IGltfTextureInfo. Remove Scale from IGltfTextureInfo. Fix GltfMaterialBuilder to use correct texture property. Add summary comment to PbrMaterial. These changes improve flexibility and code clarity for texture referencing.
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Description
First approach for materials.