Not able to load .gltf
on my browser, please help me
Error
Sorry for sharing code instead of playground, I don’t know how to upload asset to a playground
Code
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Babylon.js sample code</title>
<!-- Babylon.js -->
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.6.2/dat.gui.min.js"></script>
<script src="https://assets.babylonjs.com/generated/Assets.js"></script>
<script src="https://preview.babylonjs.com/ammo.js"></script>
<script src="https://preview.babylonjs.com/cannon.js"></script>
<script src="https://preview.babylonjs.com/Oimo.js"></script>
<script src="https://preview.babylonjs.com/earcut.min.js"></script>
<script src="https://preview.babylonjs.com/babylon.js"></script>
<script src="https://preview.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script>
<script src="https://preview.babylonjs.com/proceduralTexturesLibrary/babylonjs.proceduralTextures.min.js"></script>
<script src="https://preview.babylonjs.com/postProcessesLibrary/babylonjs.postProcess.min.js"></script>
<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.js"></script>
<script src="https://preview.babylonjs.com/serializers/babylonjs.serializers.min.js"></script>
<script src="https://preview.babylonjs.com/gui/babylon.gui.min.js"></script>
<script src="https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js"></script>
<style>
html, body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<script>
var canvas = document.getElementById("renderCanvas");
var startRenderLoop = function (engine, canvas) {
engine.runRenderLoop(function () {
if (sceneToRender && sceneToRender.activeCamera) {
sceneToRender.render();
}
});
}
var engine = null;
var scene = null;
var sceneToRender = null;
var createDefaultEngine = function() { return new BABYLON.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, disableWebGL2Support: false}); };
var delayCreateScene = function () {
var scene = new BABYLON.Scene(engine);
BABYLON.SceneLoader.Append("assets/", "simple_3d.gltf", scene, function (scene) {
scene.createDefaultCameraOrLight(true, true, true);
scene.activeCamera.alpha += Math.PI;
});
return scene;
};
window.initFunction = async function() {
var asyncEngineCreation = async function() {
try {
return createDefaultEngine();
} catch(e) {
console.log("the available createEngine function failed. Creating the default engine instead");
return createDefaultEngine();
}
}
window.engine = await asyncEngineCreation();
if (!engine) throw 'engine should not be null.';
startRenderLoop(engine, canvas);
window.scene = delayCreateScene();};
initFunction().then(() => {sceneToRender = scene
});
// Resize
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>
After Edit
Considering suggestion given by @RaananW I tried using web-server to serve file requests, but still I’m facing same issue
I’ve also tried another approach, I uploaded asset to my github repo and used that URL for loading but got weird error
code
BABYLON.SceneLoader.Append("https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/ABeautifulGame/glTF/", "ABeautifulGame.gltf", scene, function (scene) {
scene.createDefaultCameraOrLight(true, true, true);
scene.activeCamera.alpha += Math.PI;
});
In this case fetch was successful - I checked network tab
But in console I’m seeing this error