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--info-glb gives counts; --info-glb-tree shows the actual scene ->
node -> mesh -> primitive hierarchy with names and accessor refs.
Useful when debugging 'why is this imported model showing up empty
in three.js?' (often the scene's nodes[] points to the wrong node):
wowee_editor --info-glb-tree Z.glb
Z.glb
├─ asset (v2.0, wowee_editor --bake-zone-glb)
├─ buffers (1)
│ └─ [0] 1781760 bytes
├─ bufferViews (3)
│ ├─ [0] off=0 len=497664 (vertex)
│ ├─ [1] off=497664 len=497664 (vertex)
│ └─ [2] off=995328 len=786432 (index)
├─ accessors (4)
│ ├─ [0] f32 VEC3 ×41472 (bv=0)
│ ├─ [1] f32 VEC3 ×41472 (bv=1)
│ ├─ [2] u32 SCALAR ×98304 (bv=2)
│ └─ [3] u32 SCALAR ×98304 (bv=2)
├─ meshes (2)
│ ├─ [0] (1 primitives)
│ │ └─ [0] TRIANGLES indices=acc#2
│ └─ [1] (1 primitives)
│ └─ [0] TRIANGLES indices=acc#3
├─ nodes (2)
│ ├─ [0] tile_30_30 -> mesh#0
│ └─ [1] tile_31_30 -> mesh#1
└─ scenes (1, default=0)
└─ [0] nodes=[0,1] (2 nodes)
Decodes glTF componentTypes (5120-5126 -> i8/u8/i16/u16/u32/f32),
bufferView targets (34962=vertex, 34963=index), primitive modes
(0=POINTS / 1=LINES / 4=TRIANGLES). Node sub-line shows mesh
reference so the scene-graph wiring is visible at a glance.
Pairs with --info-zone-tree (zone content tree) — both use the
same UTF-8 box-drawing pattern for visual consistency.
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|---|---|---|
| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||