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alien.glb causes Cesium viewer RuntimeError: Vertex shader failed to compile. #74

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najadojo opened this issue Dec 1, 2017 · 7 comments
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@najadojo
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najadojo commented Dec 1, 2017

Import GLB https://github.com/BabylonJS/Website/blob/master/Assets/Alien.glb
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Switch to Cesium viewer.

Expected model loads.

Actual error message:

Uncaught RuntimeError: Vertex shader failed to compile.  Compile log: ERROR: 0:5: '' : array size must be greater than zero

Error
    at new t (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:477:4655)
    at f (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:502:8256)
    at y (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:502:10306)
    at d.get (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:502:11071)
    at ht (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:519:1591)
    at vt (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:519:3998)
    at Xt (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:519:13479)
    at Te.update (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:520:2264)
    at a.update (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:541:31068)
    at $e (file:///C:/Users/xx/.vscode/extensions/cesium.gltf-vscode-2.1.2/engines/Cesium/Cesium.js:545:13255)
@emackey emackey added the bug label Dec 1, 2017
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emackey commented Dec 1, 2017

Not sure if it's related, but that model produces a ton of validation errors.

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emackey commented Mar 8, 2018

Validation errors should go away with the next release. KhronosGroup/glTF-Validator#70

I haven't had a chance yet to debug further into the Cesium side of this issue.

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emackey commented Mar 9, 2018

So the old validation messages went away, but a new warning has shown up for each of the nodes:

Node uses skinned mesh, but has no skin defined.

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emackey commented Mar 9, 2018

@lexaknyazev or @donmccurdy or anyone else: Is there defined behavior when "Node uses skinned mesh, but has no skin defined" ? I presume Cesium should do something better than produce invalid GLSL code. What's supposed to happen when the skin is unspecified?

@lexaknyazev
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I'd say that an engine could just ignore presence of joints/weights vertex attributes because there's no way to use them without skeleton (failure is also an option).

@donmccurdy
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three.js will just load the mesh as a THREE.Mesh instead of THREE.SkinnedMesh, with the joint/weight attributes passed through but unused, although that wasn't particularly a deliberate choice.

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emackey commented Apr 20, 2018

Thanks all. This is fixed in Cesium and published with gltf-vscode version 2.1.12.

@emackey emackey closed this as completed Apr 20, 2018
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