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Linked data not shared after export

See original GitHub issue

I am trying to export two objects which are supposed to share mesh data (NORMAL, POSITION, indices etc.). I also want the objects’ materials not being shared.

In order to achieve this I linked the objects’ meshes via Link Data. I also linked the materials to objects instead of linking them to data.

structure

linked_to_object

pawns

When I export to gltf it seems like according primitives are still pointing to different accessors. I would have expected them to share buffer data.

        {
            "name" : "pawn_1.002",
            "primitives" : [
                {
                    "attributes" : {
                        "NORMAL" : 6,
                        "POSITION" : 4,
                        "TEXCOORD_0" : 5
                    },
                    "indices" : 7,
                    "material" : 1
                }
            ]
        },
        {
            "name" : "pawn_1.002",
            "primitives" : [
                {
                    "attributes" : {
                        "NORMAL" : 10,
                        "POSITION" : 8,
                        "TEXCOORD_0" : 9
                    },
                    "indices" : 11,
                    "material" : 0
                }
            ]
        }

The according accessors (NORMAL in this case) are also pointing to different bufferView elements:

        {
            "bufferView" : 7,
            "componentType" : 5126,
            "count" : 5504,
            "type" : "VEC3"
        },        
        {
            "bufferView" : 12,
            "componentType" : 5126,
            "count" : 5504,
            "type" : "VEC3"
        }

How can I make primitives in exported gltf files share buffer information? According to Blender’s Add-On screen I am using Import-Export: glTF 2.0 format, 0.0.1.

Issue Analytics

  • State:closed
  • Created 5 years ago
  • Comments:17 (6 by maintainers)

github_iconTop GitHub Comments

1reaction
donmccurdycommented, Feb 27, 2019

Let’s leave this open as a feature request rather than a bug. I agree that reusing accessor data would be a good solution.

1reaction
emackeycommented, Feb 27, 2019

We could re-use accessors though. That would be preferable to duplicated mesh data.

Read more comments on GitHub >

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