@warrenm Playing with GLTFKit - Thanks for this! Quick Q - I have a model (GLTF 2.0 demo model - busterDrone) where textures and metal shaders are loading but rendering is incorrect in my pipeline. Is there any additional GLTFMetalRenderer setup I need to do ?
Oh! Do you have a lighting environment configured and/or any GLTFKHRLights in the scene? Check out the lighting environment setup in the glTFViewer app target
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Ah ok! Noted. Ill check it out. Thanks!
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Sure thing! The irradiance cubemap generator is regrettably quite slow; I need to add caching for that as well…
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Just got back to this : lighting fixes it but there a culling or winding issue I can’t figure out on iOS : tried fiddling with depth testing - probably something stupid on my end.pic.twitter.com/hj1RX4JCPp
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Hmm. It should be creating a depth-stencil state and setting the winding for you. Lemme check.
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I dug in a bit and it appears you do? Regardless manually fiddling didn’t appear to do much. I’m wondering if this sample code I’m using is doing weird stuff with depth I’m noT fully understanding :/
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Yeah, same conclusion here. Happy to poke at it if you can share source.
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Def will do. Honestly it’s gonna be so embarrassingly dumb
but I can blame my lack of metal chops 
End of conversation
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