Hi @bghgary ,
I understood the problem. On my test smartphone, the internet/wifi was switched off. Sorry, my mistake.
I would like to try another solution:
Ok, now Iām confused. I thought you said it was working now, but because you turned off wifi, it was not working. I was wondering what the error message (or if an error was reported at all) was when wifi was turned off.
If you call CubeTexture.CreateFromPrefilteredData("/textures/environment.env", scene);, I would expect an error message. You canāt open URLs without a scheme (the short string before the path, like http:// or app://) in Babylon Native. This works on the web, it just uses the current domain, but that doesnāt make sense in a Native context.
In this case the Android URL parsing library failed to parse the URL, generating this error.
Youāll want to use a URL like app:///textures/environment.env. or else http://playground.babylonjs.com/textures/environment.env
Other question,
I want to insert HemisphericLight in this model to regulate it later.
It works earlier.
Now it doesnāt work. I canāt see the light?
Idea?
Can you share the directory structure of your project? Iām going to bring in @ryantrem on this one since he knows more about loading local assets in React Native.
As far as hemispheric light, this works fine for me:
const light = new BABYLON.HemisphericLight("hemi", BABYLON.Vector3.Left(), scene);
When using Babylon React Native, you have two options for loading local resources:
Embed resources in the app the same way you would if you werenāt using React Native, and load them with app:///. Embedding files is different on each platform.
glTF vs. GLB
GLB is a version of glTF. GLB is binary, while glTF is based on JSON (JavaScript Object Notation). With glTF, some data is stored in external files, like textures (which will be an image like JPEG or PNG), shaders (GLSL), or geometry and animation data (BIN). GLB files store this data internally, so no support files are