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Overte open source virtual worlds platform.
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Inverted normals on some triangles #43

Open ksuprynowicz opened 2 years ago

ksuprynowicz commented 2 years ago

As shown on the included picture. The model renders correctly in 5 other rendering engines. image

http://oaktown.pl/models/bridge_test_2.glb

AleziaKurdis commented 2 years ago

I reproduce this [using build 20220211 (26 Feb 2022)]

I converted it in FBX and I still have the same issue: image

so this is not gftl specific.

we are talking about a problem of normal map rendering here, (and not about the normal side of the polygon it-self.)

I checked the normal map, it's an OpenGL, so should be fine (in theory)

HifiExperiments commented 2 years ago

I don't know why this would happen...can you open luci.js and see if the normal debug framebuffer helps at all? maybe compare the model with and without the normal map texture?

AleziaKurdis commented 2 years ago

This model is weirdly "edge-splitted". I was expecting to have triangles of a same flat face sharing the common vertices... but seems to have been splitted for each single triangle individually. It's probably the base of why those triangle behave weirdly. (still a bug of course, but maybe avoidable by not doing this like that.)

image