var mesh = assetContainers[currentSceneIndex].meshes[i];
but when I do: console.log("Total number of facets:" + assetContainers[currentSceneIndex].meshes[i].facetNb);
It says there are no facets.
When I do:
assetContainers[currentSceneIndex].meshes[i].updateFacetData();
I get an error that says the Facet Data is null.
So how do I get the facet data from the .glb file or better yet how do I make this object look solid and not have these weird transparent artifacts in my mesh.
That is a good idea. I’ll set a repo up to import the meshes.
That being said…I do believe they are not transparent. I loaded them into the sandbox and toggled all the settings to see if I could find a way to turn this off.
My best result was Alpha Blended…but that didn’t remove the artifacts.
Yes, would be great because all we have for this mesh is a screenshot and it looks to me like some of your facets are actually overlapping others (which would explain the glitches where the light hits)
OK, thanks. Great to have a PG. I cannot have a closer look just now because it’s time for dinner;) (sry, a more urgent matter;)
But to me, this mesh, the way it’s built, has all characteristic to create the glitches.
I’m about 98% sure that the source of your problem is the mesh.
(it also could be that there is some part of needed rendering info is missed after exporting to GLTF). What is the original format of this file and how it is done?
Hahaha. Glad to have your 2% And your 2% are often much worth considering than my 98% when it comes to BJS However, it would still be related to the mesh/export, correct? And not to a specific BJS setting for rendering. The mesh and/or export would still remain the part to investigate, yes?
Hi,
Thanks for the edit to the PG.
When I do this: https://playground.babylonjs.com/#BAHE7U#6
I get the desired result… I think I just am not getting the mesh correctly. I’ll look at my code and see if I can do something similiar.
So I’m still having issues viewing this mesh correctly. If you rotate the mesh around with your mouse you can see as you rotate the mesh suddenly the wall turns transparent and you can see the other side of the mesh.