My colleague says, during triangulation the UVs do cross, resulting in a malformed texture. Any ideas how that could happen in Blender2Babylon Exporter under the hood? Or any other ideas how to resolve this issue?
Best, Manu
In the .babylon exporter a vertex is only reusable in the case where position, normals, uv1, uv2, vertex color, and if there is a skeleton matrix indices & weights are all equal. All geometry, not just UV is generated this way.
I do not know what GLB does, but I know that they split meshes up by material, where as the .babylon export doubles up the vertices & creates a mult-material.
I do not consider generating a differently than another format a bug.
I think i forgot to mention that the original mesh (an .obj file) looks like the .glb file. I’d call it a bug because the exported .babylon file does not look like the imported .obj file.