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I have a similar issue but using a custom attribute field to store featureIds on a per vertex basis. Wondering if there is a solution to keep the additional attributes around? @bennlich did you have any luck getting this working? For context, I'm not doing any simplification with gltfpack. The warning that appears is:
which comes from parseMeshesGltf meshoptimizer/gltf/parsegltf.cpp Line 139 in ad3d7e1 I'm interested in resolving this because we'd like to make use of the upcoming gltf extension EXT_mesh_features. I'm testing it without the extension for now i.e only using the attribute semantic. Would the behaviour change if there was an extension embedded in the gltf? |
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Hiya! I'm wondering if there's a flag I can pass to tell gltfpack not to throw away my UVs, even if my model has no textures.
Here's a simple cube exported from blender: https://drive.google.com/file/d/1SoBpm1-9eHL7PkB6ejYhQxT2RrbB-Pp0/view?usp=sharing
gltf-transform inspect simple-cube.glb
shows that it has 3 attributes:Then I pack it:
Now my NORMAL and POSITION attributes are quantized (WOO!), but the packed-cube no longer has a TEXCOORD attribute :(
Is there a flag I can pass so that the TEXCOORDs don't get tossed during packing?
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