Closed Crauzer closed 4 years ago
I've ran into an issue with the CoordinateSet (texCoord in JSON) property in TextureBuilder.
CoordinateSet
texCoord
TextureBuilder
My vertex format includes one UV (TEXCOORD_0), but it appears that it's not being used by the primitives when I import it into anything.
TEXCOORD_0
I'm not assigning any texture to the material which I believe is why the UV set isn't being assigned.
I think this might be some kind of glTF limitation but I'm not so sure.
Is it possible to somehow specify an empty texture? You shouldn't need a valid texture for UV's to be assigned.
(Using MemoryImage.Empty didn't do anything)
MemoryImage.Empty
Mesh primitives with unused texture coordinates (or any other kind of vertex attribute) are fine, but are essentially a waste of resources, that's why your getting warnings (but not errors)
I've ran into an issue with the
CoordinateSet
(texCoord
in JSON) property inTextureBuilder
.My vertex format includes one UV (
TEXCOORD_0
), but it appears that it's not being used by the primitives when I import it into anything.I'm not assigning any texture to the material which I believe is why the UV set isn't being assigned.
I think this might be some kind of glTF limitation but I'm not so sure.
Is it possible to somehow specify an empty texture? You shouldn't need a valid texture for UV's to be assigned.
(Using
MemoryImage.Empty
didn't do anything)