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glTF not being rendered correctly. UV texture issue? #6335
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OriginLive
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Oct 22, 2022
Could you try your gltf file in https://gltf-viewer.donmccurdy.com? Textures done with nodes are often not exported by blender in the gltf format. |
rparrett
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Oct 25, 2022
Could be missing KHR_texture_transform support, which is how blender exports scaled textures in glTF, I think. |
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This was referenced Feb 15, 2024
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Adopted #8266, so copy-pasting the description from there: # Objective Support the KHR_texture_transform extension for the glTF loader. - Fixes #6335 - Fixes #11869 - Implements part of #11350 - Implements the GLTF part of #399 ## Solution As is, this only supports a single transform. Looking at Godot's source, they support one transform with an optional second one for detail, AO, and emission. glTF specifies one per texture. The public domain materials I looked at seem to share the same transform. So maybe having just one is acceptable for now. I tried to include a warning if multiple different transforms exist for the same material. Note the gltf crate doesn't expose the texture transform for the normal and occlusion textures, which it should, so I just ignored those for now. (note by @janhohenheim: this is still the case) Via `cargo run --release --example scene_viewer ~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`: ![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png) ## Changelog Support for the [KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform) extension added. Texture UVs that were scaled, rotated, or offset in a GLTF are now properly handled. --------- Co-authored-by: Al McElrath <[email protected]> Co-authored-by: Kanabenki <[email protected]>
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Adopted bevyengine#8266, so copy-pasting the description from there: # Objective Support the KHR_texture_transform extension for the glTF loader. - Fixes bevyengine#6335 - Fixes bevyengine#11869 - Implements part of bevyengine#11350 - Implements the GLTF part of bevyengine#399 ## Solution As is, this only supports a single transform. Looking at Godot's source, they support one transform with an optional second one for detail, AO, and emission. glTF specifies one per texture. The public domain materials I looked at seem to share the same transform. So maybe having just one is acceptable for now. I tried to include a warning if multiple different transforms exist for the same material. Note the gltf crate doesn't expose the texture transform for the normal and occlusion textures, which it should, so I just ignored those for now. (note by @janhohenheim: this is still the case) Via `cargo run --release --example scene_viewer ~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`: ![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png) ## Changelog Support for the [KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform) extension added. Texture UVs that were scaled, rotated, or offset in a GLTF are now properly handled. --------- Co-authored-by: Al McElrath <[email protected]> Co-authored-by: Kanabenki <[email protected]>
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Adopted bevyengine#8266, so copy-pasting the description from there: # Objective Support the KHR_texture_transform extension for the glTF loader. - Fixes bevyengine#6335 - Fixes bevyengine#11869 - Implements part of bevyengine#11350 - Implements the GLTF part of bevyengine#399 ## Solution As is, this only supports a single transform. Looking at Godot's source, they support one transform with an optional second one for detail, AO, and emission. glTF specifies one per texture. The public domain materials I looked at seem to share the same transform. So maybe having just one is acceptable for now. I tried to include a warning if multiple different transforms exist for the same material. Note the gltf crate doesn't expose the texture transform for the normal and occlusion textures, which it should, so I just ignored those for now. (note by @janhohenheim: this is still the case) Via `cargo run --release --example scene_viewer ~/src/clone/glTF-Sample-Models/2.0/TextureTransformTest/glTF/TextureTransformTest.gltf`: ![texture_transform](https://user-images.githubusercontent.com/283864/228938298-aa2ef524-555b-411d-9637-fd0dac226fb0.png) ## Changelog Support for the [KHR_texture_transform](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform) extension added. Texture UVs that were scaled, rotated, or offset in a GLTF are now properly handled. --------- Co-authored-by: Al McElrath <[email protected]> Co-authored-by: Kanabenki <[email protected]>
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Bevy version
bevy = "0.8.1"
What you did
Created an image of a plane in blender with 100x100 m size. Gave a texture for each 1x1meter.
Bevy has no clue UV isn't the whole plane.
What went wrong
This is what breaks in bevy:
Additional information
Here's the files:
http://gofile.me/6dlZG/cQxW3Sc6H
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