Script:
- Load
.glb
file - Save it to
.babylon
file - Load
.babylon
file
With gltf works totally fine. Can be reproduced with sandbox.babylonjs.com
Script:
.glb
file.babylon
file.babylon
fileWith gltf works totally fine. Can be reproduced with sandbox.babylonjs.com
I can see the same display if only doing:
let scene = await BABYLON.SceneLoader.LoadAsync("https://dl.dropboxusercontent.com/s/fntb4u12p9ir7nk/", "Demo_%D1%81%D0%B1%D0%BE%D1%80%D0%BA%D0%B0.glb", engine);
than if executing the whole PG(?)
Did you create camera?
let scene = await BABYLON.SceneLoader.LoadAsync("https://dl.dropboxusercontent.com/s/fntb4u12p9ir7nk/", "Demo_%D1%81%D0%B1%D0%BE%D1%80%D0%BA%D0%B0.glb", engine);
scene.createDefaultCameraOrLight(true, true, true);
I found that some instances of scene.geometries
have same id. So different meshes reference same geometry.
Not sure is this a problem, but gltf export/import handles this well.
I didn’t create the camera indeed.
I don’t know if having the same geometry id for multiple geometries is supposed to work when loading/saving to a .babylon file. @Deltakosh ?
I am not seeing the same IDs:
strange babylon file load | Babylon.js Playground (babylonjs.com)
They all seem to be unique.
I am not saying there is nothing wrong, I am just saying that this is probably not the issue
Totally not an issue for me, at least. I am just setting id by myself now.
Sorry, I don’t follow. You said earlier that the IDs are not unique (i.e. same IDs), and I said - I can’t seem to find those duplicated geometries. I just said it is probably not the issue.
Sorry, misunderstood.
I guess, I have no idea what is happening…
I changed ids on geometries, like that
scene.geometries.forEach(x => x.id = ((Math.random() * 100000) | 0).toString());
Now it yields different result, but still lost some windows
https://playground.babylonjs.com/#VVRV43#4
OK, now I get it.
I had a lot of nodes with same ids (specific of my project).
node.id = node.uniqueId
helps