Johannes Hackel
Johannes Hackel
I stumbled upon this format while reimplementing an old game engine in Rust. All audio files of the original game use it. But I assume that it is uncommon nowadays.
The glTF Validator reports TEXCOORD_0 is not used. The materials in that file are using TEXCOORD_1 instead. But the gltf loader ignores that: https://github.com/bevyengine/bevy/blob/ade70b3925b27f76b669ac5fd9e2c31f824d7667/crates/bevy_gltf/src/loader.rs#L825 Because bevy_pbr always uses TEXCOORD_0 for...
It is a similar issue. The material in the file is using a specific texCoord for its occlusionTexture but this is ignored by the gltf loader: https://github.com/bevyengine/bevy/blob/ade70b3925b27f76b669ac5fd9e2c31f824d7667/crates/bevy_gltf/src/loader.rs#L856 But the main...
Added the same support for clearcoat textures and using shader defs instead of material flags.
There is probably something wrong with your glb file. With the gltf file from your repo it is correct. If I generate a new glb from it it is also...
The faulty calculations are in https://github.com/bevyengine/bevy/blob/ee6dfd35c9fd44c1d1984319e1134f15b87abc7a/crates/bevy_pbr/src/render/pbr_lighting.wgsl#L194 It is based on this: http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf Page 14-16 It contains the following section: "Irradiance for a sphere light is equivalent to a point light...
Scale is also handled in transform_by. So it should apply there too.
You mentioned a "Soft Falloff" Settung in Blender in #13318. Is it enabled in the comparison images?