You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
no_draco_ushort_uvs.glb - No draco compression, normalized unisigned short UVs
draco_ushort_uvs.glb - Draco compression, normalized unisigned short UVs (problem asset)
While draco and the UV format vary, everything else in these assets is identical.
The asset which has draco applied to normalized unsigned short UVs doesn't render correctly in Sandbox, as if all UVs are (0, 0) (see screenshots). The problem asset renders correctly in three.js based viewers, Khronos' sample viewer and blender.
Screenshots
Desktop (please complete the following information):
What is the tool you are using for generating the draco compressed files?
After the uv attribute has been decoded, the normalized() method called on this attribute returns false, which does not seem right...
It works in other viewers probably because they are reading the normalized info from the uv accessor and are doing the appropriate normalization process if it is true. I don't know if it is what we are expected to do (I can't see any detail in the spec).
As an attribute.normalized() method exists on the Draco decompression side, I would have thought that for normalized attributes it should return true, enabling either the decompressor to normalize the values or let us know it should be normalized without having to read the accessors from the glTF file. This schema would seem to acknowledge the fact we should not need to use the accessors when decompressing a Draco compressed geometry and that everything should be self contained: https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_draco_mesh_compression/README.md
I could be wrong, thought, I'm no expert in the glTF field. @bghgary would probably know and I think he will have a look when he comes back from vacation.
Four assets are attached:
While draco and the UV format vary, everything else in these assets is identical.
The asset which has draco applied to normalized unsigned short UVs doesn't render correctly in Sandbox, as if all UVs are (0, 0) (see screenshots). The problem asset renders correctly in three.js based viewers, Khronos' sample viewer and blender.
Screenshots
Desktop (please complete the following information):
Additional context
Files to repro with:
test.zip
The text was updated successfully, but these errors were encountered: