Comments (4)
That's to be expected. Morph targets aren't implemented, and as such glTF files that use them may either fail to load or aren't displayed correct (see https://github.com/SaschaWillems/Vulkan-glTF-PBR#gltf-20-model-loading). As of now I don't have plans to add support for morph targets.
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Ah, got it!
But what about the crash which I see when I load the AnimatedTriangle
model as the default model to start with? I believe that model has just a simple rotating animation.
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The animated triangle sample from the repo you linked works fine for me.
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Bizarre - I am not able to reproduce it anymore either! Thanks anyway!
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Related Issues (20)
- When I create a offscreen Render pass to save the scene, the program always stucks. HOT 1
- Crash in Model::destroy, vkFreeMemory when unloading specific model HOT 1
- Invalid Joint Indices/Broken Animation HOT 3
- assigning signed value to unsigned int HOT 2
- why is the diffuseColor scaled by (vec3(1.0) - f0)? HOT 1
- questions about shading and input parameters HOT 6
- Two-sided triangles or depth issue HOT 5
- How to make the backgrund sharp? HOT 1
- weird cone-shaped shading illusion HOT 2
- Materials PBR loading in VulkanglTFModel.cpp HOT 1
- [Question] Using this code as a guide to writing a glTF scene loader HOT 2
- android studio build error HOT 1
- Color_0 values not rendered HOT 4
- Forget to add reference& on the parentBvh in void Model::calculateBoundingBox(Node *node, Node *parent) ? HOT 1
- Effect of SRGBtoLinear HOT 2
- redundant call to generateCubemaps()
- Compilation error on Linux HOT 2
- Please change MakeFIle rules to allow linux build in a windows machine too HOT 2
- source code formatter(e.g. .clang-format) available? HOT 4
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