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Issue with quantization and KHR_materials_volume #328
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Thanks. This is unfortunate, since this also means the presence of the volume material should block mesh merging. |
I think there's probably still some sort of bug in three.js here - after fixing this on gltfpack side all rows now look identical in quantized and non-quantized versions except for the row with thickness texture: Maybe the thickness texture doesn't have the UV transform applied to it? This works correctly in Babylon.JS afaict. |
Here's a file after the fix for testing: |
Yeah seeing the same problem with texture in three.js on DragonAttenuation [which is a much nicer looking test model albeit not as pedantic as the one above :D]. Since this renders correctly in Babylon I'm going to assume it's an issue with UV xform and merge the fix here. |
three.js issue has been fixed in mrdoob/three.js#22364 |
Thank you for the quick fix and the three.js patch here! |
Originally reported at mrdoob/three.js#22343, but it appears that the renderers are correct and both gltfpack and gltf-transform have a similar issue in quantizing models using the
KHR_materials_volume
extension. When compressing or quantizing this example:https://github.com/mrdoob/three.js/files/6996178/Archive.zip
...the boxes should all be the same color, before and after compression. Instead they get lighter (for non-normalized vertex attributes) or darker (for normalized vertex attributes) because the node's scale affects the
material.thicknessFactor
property. I believe it's necessary to apply the inverse of the node's scale to the thickness, to compensate.The text was updated successfully, but these errors were encountered: