dbhvk

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  1. That was it, rock and roll! For some reason the error reports where super obscure on my project, but at the end of the day the issues were the same.
  2. A gltf file would reference a texture like: Texture.png But that name doesn't contain the "file:" prefix, how does babylon look inside the FilesToLoad in the first place? Where is the "file:" added? Looking at: https://github.com/BabylonJS/Babylon.js/blob/1d2dea433c7ea5db14fefa1ea9acceb756a3db10/src/Tools/babylon.tools.ts#L857-L861
  3. You are right, that generates the expected errors on codepen! There's still my inicial issue that I can't replicate elsewhere, so I'll beat my head against the wall a bit during the weekend a report back if I can reproduce it Cheers
  4. Yep, the thing is that's not the error I get on codepen. If you run the code on the playground, the error will inform that images cannot be found, that's fine. For codepen and my codebase I get two different errors for the same babylon version. So just to clarify: BJS - [21:11:46]: Unable to load from file:simon_scene.gltf: loadAssets of unknown 👆that's the codepen error and it's not the expected one
  5. Hmm, works in the playground, but ported it to codepen so I can initialize stuff myself and get a different error (but still an error), can you check please? https://codepen.io/belohlavek/pen/ZqOWWW The error should be: babylon.js:1 Uncaught (in promise) Error: #/images/1/uri: Failed to load 'AnimatedCube_MetallicRoughness.png': 404 I'm fine with that one (that's what I get on the Playground btw), means that I need to add more files to the FilesToLoad list.
  6. Oh it loads just fine in the sandbox + it's a model from Khronos' own example repo
  7. I'm trying to load the following GLTF (https://github.com/BabylonJS/Babylon.js/blob/master/src/Tools/babylon.filesInput.ts#L161) in a sandbox-like manner but without using the drop monitor or an standard file input. I do have the file instance for each file, and when I manually set the lowercased-name of the file + the file instance on the FilesToLoad object, the GLTF will fail to load with the following error: n {cameras: Array(0), lights: Array(0), meshes: Array(2), skeletons: Array(0), particleSystems: Array(0), …} "Unable to load from blob:http://localhost:3000/2a140a19-0e8d-47a6-bad0-d4d8b2e0c1c7: #/bufferViews/6: Invalid typed array length: 288" Error: #/bufferViews/6: Invalid typed array length: 288 at preview.js:36 preview.js:36 Uncaught (in promise) Error: #/bufferViews/6: Invalid typed array length: 288 at preview.js:36 [...] bundle.js:162382 BJS - [09:58:31]: Error while trying to load image: [object Blob] I've been trying to load GLTFs and GLBs with texture dependencies (with no luck). The error while loading a blob is common as well. Any ideas on where to start to debug this? The scene is loading with the standard scene loader pointing to an object url with the file extension correctly forced. It works for any gltf/glb with bundled base64 materials. Update (relevant gltf parts): { "bufferView" : 6, "byteOffset" : 0, "componentType" : 5126, "count" : 36, "max" : [ 1.000000, 1.000000 ], "min" : [ -1.000000, -1.000000 ], "type" : "VEC2" } [...] { "buffer" : 0, "byteLength" : 288, "byteOffset" : 1572, "target" : 34962 }