Update README.
diff --git a/README.md b/README.md
index 3c3b7ac..143212e 100644
--- a/README.md
+++ b/README.md
@@ -3,13 +3,15 @@
`TinyGLTF` is a header only C++11 glTF 2.0 https://github.com/KhronosGroup/glTF library.
`TinyGLTF` uses Niels Lohmann's json library(https://github.com/nlohmann/json), so now it requires C++11 compiler.
-(Also, you can use RadpidJSON as an JSON backend)
+(Also, you can use RadpidJSON as an JSON backend)
If you are looking for old, C++03 version, please use `devel-picojson` branch(but not maintained anymore).
## Status
Currently TinyGLTF is stable and maintainance mode. No drastic changes and feature additions planned.
+ - v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
+ - v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
- v2.4.0 Experimental RapidJSON support. Experimental C++14 support(C++14 may give better performance)
- v2.3.0 Modified Material representation according to glTF 2.0 schema(and introduced TextureInfo class)
- v2.2.0 release(Support loading 16bit PNG. Sparse accessor support)
@@ -18,7 +20,7 @@
### Branches
-* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson)
+* `sajson` : Use sajson to parse JSON. Parsing only but faster compile time(2x reduction compared to json.hpp and RapidJson), but not well maintained.
## Builds
@@ -30,6 +32,8 @@
## Features
+Probably mostly feature-complete. Last missing feature is Draco encoding: https://github.com/syoyo/tinygltf/issues/207
+
* Written in portable C++. C++-11 with STL dependency only.
* [x] macOS + clang(LLVM)
* [x] iOS + clang
@@ -95,12 +99,12 @@
* [Vulkan-Samples](https://github.com/KhronosGroup/Vulkan-Samples) - The Vulkan Samples is collection of resources to help you develop optimized Vulkan applications.
* [TDME2](https://github.com/andreasdr/tdme2) - TDME2 - ThreeDeeMiniEngine2 is a lightweight 3D engine including tools suited for 3D game development using C++11
* [SanityEngine](https://github.com/DethRaid/SanityEngine) - A C++/D3D12 renderer focused on the personal and proessional development of its developer
-* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing
+* [Open3D](http://www.open3d.org/) - A Modern Library for 3D Data Processing
* Your projects here! (Please send PR)
## TODOs
-* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing.
+* [ ] Robust URI decoding/encoding. https://github.com/syoyo/tinygltf/issues/369
* [ ] Mesh Compression/decompression(Open3DGC, etc)
* [x] Load Draco compressed mesh
* [ ] Save Draco compressed mesh
@@ -111,6 +115,10 @@
* [ ] 16bit PNG support in Serialization
* [ ] Write example and tests for `animation` and `skin`
+### Optional
+
+* [ ] Write C++ code generator which emits C++ code from JSON schema for robust parsing?
+
## Licenses
TinyGLTF is licensed under MIT license.
diff --git a/tiny_gltf.h b/tiny_gltf.h
index 5722ee1..dc5ba83 100644
--- a/tiny_gltf.h
+++ b/tiny_gltf.h
@@ -26,8 +26,8 @@
// THE SOFTWARE.
// Version:
-// - v2.6.0 Disable expanding file path for security(no use of awkward `wordexp` anymore).
-// Support serializing sparse accessor(Thanks to @fynv).
+// - v2.6.0 Support serializing sparse accessor(Thanks to @fynv).
+// Disable expanding file path for security(no use of awkward `wordexp` anymore).
// - v2.5.0 Add SetPreserveImageChannels() option to load image data as is.
// - v2.4.3 Fix null object output when when material has all default
// parameters.