A new issue has seemed to appear overnight, my models from blender that have been fine in the past are now today having issues properly showing textures. When I use other GLTF viewers the issue is completely fine, this is only happening for some textures as well. The solution I’ve found for the time being has been re-exporting from blender and unchecking the ‘Vertex Colors’ box. Even if the textures are image based they still have this issue as seen in the image below the face texture still shows up in the scene and is connected to the mesh but its not showing up.
@bghgary is amazing !!! he found the issue and is creating a fix. Basically the draco part of the file is not correct and it looks like there are a lot of incorrect files so we ll revert to the previous behavior not listening to the draco flags
@bigrig Can you provide the original file before you ran glTF-Transform? I’m trying to see how to get a file like this. These files have bad Draco data, specifically the normalized flag is wrong. I tested glTF-Transform on the BoxVertexColors model and it didn’t have a problem, so I want to know how to get into this state.
But i just ran this again on the source - and a number of other variations and the output i get loads fine into BJS sandbox. Best thing I can imagine is that I ran these with a previous version of the CLI which may have had this bug in it? One odd thing is that only 6 or so models out of this same batch of 70 are bad-
Although it sounds like @alexa had the same problem with a Blender export - so…?
I don’t think there is an issue with glTF-Transform. I did find an issue with Blender’s exporter. If you select to use Draco in Blender, it will write the wrong information for normalized attributes. I will confirm this and file a bug. glTF-Transform will propagate this error. Did you perhaps select Draco compression from Blender?
Unfortunately, I can’t confirm or deny since it’s been a couple months since I processed these. I’m 98% sure that all Draco was done after Blender in gltf-transform … since that’s my usual process. So the source file above would have been the output from Blender. And i don’t remember Dracoing from Blender… I avoid that part of the panel - b/c i like to have a clean source before compression.
But every now and then I do something irregular for one reason or another… thus the hedging.
I’m not sure what you mean by this, but the code should behave exactly the same as before in terms of support by default. The only difference is that there will be a warning in the console log if there is a mismatch.
Ah yes, just retested with that asset above that was rendering white and it’s rendering again in sandbox. And I see the warning in console. Sounds good.
@bghgary, these GPU errors started appearing at the same time as the white objects. they have not resolved as of yet. if i add one of these animal assets to the scene, with gpu engine on, i get a bunch of warnings and the game does not load.
if i use the source model, pre-draco compression, it works fine - no gpu error.