glTF renders incorrectly, but correct in McCurdy viewer
See original GitHub issueCan anyone help me debug a glTF file? It looks ok in Don McCurdy’s glTF viewer at https://gltf-viewer.donmccurdy.com/ (though it’s pretty different from how it looks in Blender) but most of its pieces are missing when I use aframe to look at it: https://sgouros.com/scorpii/index1.html.
Two of the meshes are visible, but something has happened to the other dozen meshes. I’m not sure if this is a support question or a complaint about the glTF display feature of aframe, so I’ve posted it here as well as at SO: https://stackoverflow.com/questions/59852899/gltf-file-renders-incorrectly-in-aframe
The model is at https://sgouros.com/scorpii/data/scorpii3.glb, but it looks like this in the McCurdy viewer:
Displayed like this:
<a-scene id="mainScene"
background="color: #666666"
renderer="antialias: true;
colorManagement: false;
logarithmicDepthBuffer: true;"
environment>
<a-assets timeout="20000">
<a-asset-item id="uscorpii"
src="data/uscorpii2.glb"
crossorigin="anonymous">
</a-asset-item>
...
<a-entity gltf-model="#uscorpii"
scale="1 1 1"
position="0 0 -15"
animation="property: object3D.rotation.y;
to: 360; loop: true;
easing: linear; dur: 136000">
- A-Frame Version: 1.0.3
- Platform / Device: Firefox, Chrome
- Reproducible Code Snippet or URL: See links above
Issue Analytics
- State:
- Created 4 years ago
- Comments:10 (5 by maintainers)
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This model requires
depthWrite=false
on any transparent materials. A quick patch would be:I’ve implemented that in my viewer, and proposed a fix for threejs (https://github.com/mrdoob/three.js/pull/18235) but the threejs version has not been merged yet. This could be done in a custom component, in the meantime.
@donmccurdy Thanks for clarifying. Much appreciated as always.