It's a bit nasty, however. Don't really know what else to do-
with this code other than attempt to support animations.
aeiou, I'm not really sure... again.
Minor updates to versioning, and added raw icon file support to both node clients.
And that's it from me. Other than using GLB instead of .glTF triplets, I don't know what to do with the exporter. Would update the HTML client, yet I'm not sure on the implementation details yet.
comment: "was going to update icon.js to use more for of loops, but didn't actually see a good use for them, oh well."
all intentional console.logs are now console.info or console.debug depending on use.
enabled back-face culling on HTML client, as a few models depended on it for certain effects (VJ2, Okami 2).
---
Likely my last commit for a while, again.
Also add helpers to exports (uncompress and bgr2rgb functions)
Still stuck on the whole oversaturation thing.
Considering writing something to convert icon objects to a more usable model format.
caveat: some icons aren't meant to do this and will be over-saturated. Some icons are meant to over-saturate, but I don't mind that as much as the one's that aren't. The criteria that allows this is unknown to me.
Long version:
Putting an SPS|XPS into the PSU input would read as if the file was very long, so added a 127-file limit (I think this is reasonable) to prevent prolonged stalling.
Added SPS|XPS support to the library, which is the third most common contained format besides PSU and PSV.
Updated demos.
Technical changes:
removed unused u16le definition from readEntryBlock(), since permissions are better read as a u32 instead
added PSV and SPS|XPS reader functions to c6 exports, since I forgot in 0.3.4
moved some stuff around in HTML demo, especially the old raw icon.sys and icon input boxes, since I'm finding parsing a collection of files more useful then the actual standalone files themselves.
HTML-demo: added an "show advanced options" checkbox that unhides features deemed too niche for conventional use