Comments (1)
The first problem seems to be that the background and the model are both solid white. After changing the color of document.body
you'll see this instead:
The default lighting is flat (also "ambient" or "diffuse"), and so you won't see the soft shadows that would otherwise differentiate this model from its solid white background. Stronger directed lighting should fix that.
I'll also note (as FYI) that the model does not contain any materials. Technically that's fine, the glTF format specifies a default PBR material to be used when no other material is specified. But if it doesn't appear as you expect, that might be something to look closer into.
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Related Issues (20)
- nx.js build error HOT 1
- example/webgpu error
- Cannot set a value of false, or 0 for uniform on version 9.0.0-alpha.15
- The "attribute" property of the model constructor is assigned to DEFAULT_RENDER_PIPLINE_PROPS.
- `Desired upload requires more bytes` at certain texture dimensions HOT 1
- If "dimension" is "2d-array", 'WEBGLTexture' will not be initialized correctly. HOT 4
- GLTFInstantiator mutates input data HOT 1
- fp64 shader emulation not working under Apple M1 Max HOT 10
- picking shader error "global variable initializers must be constant expressions" HOT 1
- Typescript module name pollution of 'utils' HOT 1
- animation loop doesn't initialize if there are streaming videos on the same page HOT 2
- error in webgpu compute example
- Tracker: v9 GLTF issues HOT 4
- Picking not working with uniform block HOT 2
- ES Modules and `"moduleResolution":"NodeNext"` in v9 HOT 8
- @luma.gl/webgl clear func causing an error HOT 3
- Clean up Shader Module getUniforms semantics
- @luma.gl/shadertools regular expression for getShaderName unable to resolve the correct shader name HOT 1
- Tracker: v9.1
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