Comments (2)
Note I'm making some hand crafted gltf files that are likely straight up broken, e.g., I added
newMat.BackfaceCulling = !gltfMat.DoubleSided
fmt.Printf("%+v\n", gltfMat)
and it dumps:
&{Extensions:map[] Extras: Name:rstb PBRMetallicRoughness: NormalTexture: OcclusionTexture: EmissiveTexture: EmissiveFactor:[0 0 0] AlphaMode:0 AlphaCutoff:0xc0002b8888 DoubleSided:false}
You can see I'm not setting PBRMetallicRoughness and line 158 of gltf.go is assuming this is always set and never nil, a simple nil check will make this more elegantly fail in future
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Thanks for the report; I'll look into this, but it'll understandably be low-priority as hand-crafted / broken GLTF files should be fixed before use, and Tetra3D is primarily made to render things exported with Tetra3D from Blender (though you can use it with other files as well).
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Related Issues (12)
- recent releases aren't using recognized semantic version numbers HOT 1
- panic: index out of range HOT 4
- panic: runtime error: index out of range [2] with length 2
- panic: Error: MeshPart.AddTriangles() not given enough vertices to construct complete triangles (i.e. multiples of 3 vertices). HOT 2
- Small objects get clipped even if I set camera.Near to very low values HOT 3
- Buggy Z-order of billboard sprites when objects are close to each other HOT 4
- Capsule collision doesn't work with some triangle meshes HOT 2
- Properties.Get documentation is incorrect HOT 1
- feature request: add `Load[DAE/GLTF]FromReader(io.Reader)` HOT 3
- Lots of noise when displaying triangles HOT 6
- Crashing when loading a mesh HOT 2
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