Loading the same mesh as a comparison following draco compression with defaults in gltf-pipeline. The mesh on the left is compressed and appears completely saturated while the original looks correct. Created a second light with intensity set to 0.0001 when that is active the compressed file looks correct.
Why would the mesh compression change the lighting, and how might I fix this?
@Evgeni_Popov would you mind having a look at our loader ? it looks like we are missing some normalized buffer or that some conversion are not working ???
@bghgary it looks like the draco compression relies on vertex data so always expect our default types. I can not remember if it is a known issue or planned to be addressed, so I ll let you check on Monday.
Spent a couple of hours debugging. I believe the color data for the Draco attribute in this GLB is marked as a float which causes the Draco code to not convert the values into the expected normalized values. This may be an issue with gltf-pipeline.
It doesn’t repro with Don’s viewer because I think the code is using UINT8 for the color data which I’m not sure is right for this asset.
Thanks for looking at that! I am able to load in a compressed version properly in the following pg when the full asset string is used and changed a floatColors flag when I created the file. I am hosting the objects on glitch and it seems to be using a cached version rather than the updated version unless it is specified, I know this isn’t a bjs issue.