bghgary

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About bghgary

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  1. bghgary

    GLTF dont apply alpha/transparency

    glTF is intended as a portable runtime format and supports a PBR metallic roughness material model, which includes alpha as coverage. We call it the JPEG of 3D. It is not intended for interchange, though you are free to do so. If the intent of the original model uses a material model within the scope of glTF, it should work. The original question about applying transparency using Blender should work.
  2. bghgary

    GLTF dont apply alpha/transparency

    @BlackShadauw Can you post the glTF file? Does it have alphaMode set in the materials?
  3. I've updated the documentation to include this parameter: https://github.com/BabylonJS/Documentation/pull/1084
  4. Or you can use groundYBias to prevent this from z-fighting: http://www.babylonjs-playground.com/#T7A2L7#5
  5. For example, if you remove the ground from the default environment (http://www.babylonjs-playground.com/#T7A2L7#4), then it is no longer an issue.
  6. The glTF mesh is a plane that is colinear with the ground plane from the default environment.
  7. bghgary

    GLTF dont apply alpha/transparency

    This is an issue with the material interface. In order to get alphaMode set in the glTF, you have to set the BaseColorFactor's alpha to something smaller than 1.0. Like this: If this is an issue, please post something in the glTF-Blender-Exporter repo.
  8. bghgary

    GLTF dont load material

    I am a member of the 3d formats working group under Khronos and I'm not sure where you are getting this information. While there are some issues with consistency across tools, we are actively working on fixing them. That said, glTF is intended for runtime and not for interchange. It may or may not be the right fit for all situations.
  9. bghgary

    glTF import with custom extensions

    Yeah, the naming is overloaded. I'll try to explain a bit. There are SceneLoader plugins which support specific file extensions (such as obj, stl, and gltf/glb). The glTFLoader is one of these plugins which support the gltf/glb file extensions. The glTFLoader plugin has glTFLoader extensions that separate certain functionality of the loader into separate classes which helps with organization and maintenance of the code. Finally, there are glTF extensions which are extensions to the glTF format. All of these glTF format extensions have a corresponding glTFLoader extension (e.g. KHR_materials_pbrSpecularGlossiness, KHR_draco_mesh_compression, etc.) The glTFLoader currently does not have a public facing contract for adding glTFLoader extensions and mostly this is because the glTFLoader extensions interface is not very stable and I often have to change it to accommodate new extensions or fix issues. I will work on something that will help with this, but it will require some time. Short-term, if you are okay with relying on interfaces that might change, you can use the extension mechanism that I'm doing with the glTFLoader using typescript. The other option is to use Babylon Toolkit until I can provide you something to extend the glTFLoader more easily.
  10. bghgary

    glTF import with custom extensions

    @hummerbaendiger This isn't currently easy to do without relying on non-public interfaces. I will try to add a mechanism for you to do this, but it might take a bit of time.
  11. bghgary

    clone mesh from GLTF

    If it will help, I can add a flag to the glTF loader to not add Babylon mesh objects for glTF nodes that don't have any geometry. Then, you can choose which behavior you want.
  12. bghgary

    clone mesh from GLTF

    I'm not sure I follow this. I tried reading through this thread again to see if something would go wrong if these "extra" mesh and animation targets are present and I don't see anything. Maybe I'm missing something?
  13. bghgary

    clone mesh from GLTF

    A Babylon mesh behaves like a glTF node. You can easily check to see if a mesh has geometry by calling the appropriate functions. This is the problem. There is no way to guarantee it works for all cases. Do you have a specific problem that is caused by glTF nodes all being converted to Babylon "mesh"?
  14. bghgary

    clone mesh from GLTF

    @shen The root issue is that glTF puts the skeleton in the hierarchy of nodes. There may be usage cases where a node is being used both as a joint and as a node (say as a node for attaching objects to at runtime). There is no way for the loader to tell if the node is going to be used or not and thus the loader just creates a bone and a mesh and animates both of them.
  15. This PR should fix the issues you are having with loading multiple glTF assets pointing to the same textures.