Hi Labris - thank you very much for your kind reply. It’s happening with all my glbs that have a 12288x12288 texture.
When I export from gltf.report, though, it keeps the high resolution. However, the texture isn’t converting to WebP in gltf.report - it’s staying as a jpeg texture.
I will have a look, probably there is some browser limitation for conversion.
Meahwhile you may do the same transforms in Node.js environment wiith the help of GLTF-Transform CLI which doesn’t depend on browser, may use lossless codec and shouldn’t have such limitations.
Also, be aware that such big textures may lead to crash on non-high-end machines.
I wasn’t able to reproduce this issue with PNG texture 12188x8122 resolution at https://glb.babylonpress.org/ - after optimization I have the same width and height of WEBP texture. How do you export your GLB from there - is it the main export button at the bottom menu bar or Inspector export button?
But I was able to reproduce this issue when exporting from Sandbox with the help of Inspector. In this case the texture becomes 7055x4702. @alexchuber , what do you think about it?
Here is my test file - Babylon.js Playground
To reproduce the Sandbox issue, open the Inspector
I am away right now, so I can’t double check this, but it might be because we use the default quality level (something like 1/2? 127/255?) when re-encoding the image. Check the parameters of ‘DumpData()’ for more info.
When exported from the Inspector, it reduces to 5760x5760.
Still, when exporting after conversion to WEBP at https://glb.babylonpress.org/, it has the same dimensions 12188x12188. @Christopher_East Did you solve your issue or there are any other related questions?
Let me assign to @alexchuber if not urgent so she can have a look when she ll be back next Monday as it sounds like a potential bug. I can have a look if it is urgent.
I don’t think it is urgent since it exists at least from Babylon 5
Still it is strange behavior which a user shouldn’t experience with default settings.