Closed dlannan closed 1 week ago
After some quick checks. I think it is the parsing of the texture units in the mesh sections. I manually removed extra texture references and it fixed it. From originally this:
"meshes" : [
{
"name" : "handgun_02",
"primitives" : [
{
"attributes" : {
"POSITION" : 0,
"TEXCOORD_0" : 1,
"TEXCOORD_1" : 2,
"NORMAL" : 3
},
"indices" : 4,
"material" : 0
}
]
}
],
To this:
"meshes" : [
{
"name" : "handgun_02",
"primitives" : [
{
"attributes" : {
"POSITION" : 0,
"TEXCOORD_0" : 1,
"NORMAL" : 3
},
"indices" : 4,
"material" : 0
}
]
}
],
And it works/looks ok (geometry wise). I think this used to be handled with adding a new image slot in a material? But I might be wrong here. Not sure.
Thanks to Jhonny's help, it was identified that this is caused by having unused uv maps on the Blender side. I can certainly update my exporter to detect this (and stop it from exporting them) so I feel this is more a data source problem. Maybe some way to log this error would be great, but I suspect there may be problems detecting this (not sure).
Thanks to everyone for you help. Very happy I can move forward.
Going to close this, since I dont think it is really a Defold issue. Please reopen if not.
Recently upgraded from v1.7.0 to v.1.8.0 and since then Ive had some issues importing some gltf files. I tried importing them from my Defender exporter (from Blender) and then attempted plain gtlf export from Blender with the same results for some files.
I have attached a sample failed file. This file loads back into Blender correctly. It seems to be fine.
A clear and concise description of what the bug is.
Steps to reproduce the behavior:
Expected behaviour: The gltf model is visible in the editor
Example broken gltf guns.zip
Screenshot of error when attempting load: