loadGlbFromBuffer abstract method
Load the .glb asset from the specified buffer and insert into the scene.
Specify numInstances
to create multiple instances (this is more efficient than dynamically instantating at a later time). You can then retrieve the created instances with getInstances.
If you want to be able to call createInstance at a later time, you must pass true for keepData
.
If keepData
is false, the source glTF data will be released and createInstance will throw an exception.
If loadResourcesAsync
is true, resources (textures, materials, etc) will
be loaded asynchronously (so expect some material/texture pop-in);
Implementation
Future<ThermionEntity> loadGlbFromBuffer(Uint8List data,
{int numInstances = 1,
bool keepData = false,
int priority = 4,
int layer = 0,
bool loadResourcesAsync});