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Normal is not correct when switching Variant in webgl_loader_gltf_variants #21136
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For some reasons, the It seems the material adjustments from three.js/examples/js/loaders/GLTFLoader.js Lines 2649 to 2653 in 1d4bc6d
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is this an issue on the khronos model? /cc @donmccurdy |
The original models used here can be found in Khronos glTF-Sample-Models repository. If I remember correctly, I reduced the texture size to save space. but I think the rest of the model structure is the same. For reference, the normal problem does not seem to occur when displaying this model in Babylon.js.
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As @Mugen87 points out, the Ideally this model would contain vertex tangents... Blender can generate them, but won't read/write the variants, so unfortunately that's difficult to add at the moment. With vertex tangents this would not be an issue. Perhaps #20789 would also help fix this, but I'm still worried about several parts of that. |
/cc @elalish |
Looks like it might have been a simple oversight. |
That could work I think — might try to think of a more descriptive name before we consider it a public API, but sounds like a good solution. |
Well, I gave it a try and no such luck. |
Describe the bug
I tried the sample KHR_materials_variants extension of
glTF
.However, when I switch the Variant from
midnight
tobeach
, Normal does not seem to be correct.To Reproduce
midnight
tobeach
Expected behavior
Since this model refers to the same
normal.jpg
, the expected behavior is that the unevenness will not change.Screenshots
Platform:
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