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alien.glb causes Cesium viewer RuntimeError: Vertex shader failed to compile. #74
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Not sure if it's related, but that model produces a ton of validation errors. |
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. |
So the old validation messages went away, but a new warning has shown up for each of the nodes:
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@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? |
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). |
three.js will just load the mesh as a |
Thanks all. This is fixed in Cesium and published with gltf-vscode version 2.1.12. |
Import GLB https://github.com/BabylonJS/Website/blob/master/Assets/Alien.glb
Load preview
Switch to Cesium viewer.
Expected model loads.
Actual error message:
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