What problem does this solve or what need does it fill?
In Blender, the default way of making sure a texture tiles n times is to add a UV Map and a Mapping node, like this;

The above example tiles the texture exactly 5 times.
This transforms the UV. The Blender GLTF exporter supports this by writing it to the KHR_texture_transform extension. So, setting the nodes up as follows, we get a nicely tiled GLTF:

I have a simple greyboxing grid texture applied to a cube in this case. Viewing it through a GLTF viewer, I get this:

As you can see, the text in the grid is repeated 5 times per face. Opening this up in Bevy however... (ignore the poor lighting)

Oh no! Bevy does not support GLTF extensions yet, so it just stretches the texture instead of tiling it!
What solution would you like?
Ideally, Bevy should apply the transforms to the UV automatically when encountering this extension. As the Khronos group link specifies, most implementations ignore the rotation value, so I think it's fine if we do too. Most important are the offset for texture atlases and scale for tiling.
What alternative(s) have you considered?
Leave it to the user. #11138 allows us to read the extension manually, so a user could write a custom shader or a shader extension for this.
Additional context
What problem does this solve or what need does it fill?
In Blender, the default way of making sure a texture tiles

ntimes is to add aUV Mapand aMappingnode, like this;The above example tiles the texture exactly 5 times.
This transforms the UV. The Blender GLTF exporter supports this by writing it to the KHR_texture_transform extension. So, setting the nodes up as follows, we get a nicely tiled GLTF:



I have a simple greyboxing grid texture applied to a cube in this case. Viewing it through a GLTF viewer, I get this:
As you can see, the text in the grid is repeated 5 times per face. Opening this up in Bevy however... (ignore the poor lighting)
Oh no! Bevy does not support GLTF extensions yet, so it just stretches the texture instead of tiling it!
What solution would you like?
Ideally, Bevy should apply the transforms to the UV automatically when encountering this extension. As the Khronos group link specifies, most implementations ignore the
rotationvalue, so I think it's fine if we do too. Most important are theoffsetfor texture atlases andscalefor tiling.What alternative(s) have you considered?
Leave it to the user. #11138 allows us to read the extension manually, so a user could write a custom shader or a shader extension for this.
Additional context