Hey! Yes, I am using GLTFMTLRenderer - im *assuming* I'm using its texture caching :D haha. Frame capture shows all of the correct textures available and loaded - but drawing is off? Do I need to enable any specific features within GLTFMTLRenderer / the asset default scene?
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By off, I mean, I see verbs, but I dont see the PBR or any other textures correctly applied. Im assuming the PBR shader requires some specific setup I'm likely not doing?
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Replying to @_vade
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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Replying to @_vade
Sure thing! The irradiance cubemap generator is regrettably quite slow; I need to add caching for that as well…
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Replying to @warrenm
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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Replying to @_vade
Hmm. It should be creating a depth-stencil state and setting the winding for you. Lemme check.
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Replying to @warrenm
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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Replying to @_vade
Yeah, same conclusion here. Happy to poke at it if you can share source.
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Replying to @warrenm
Also GLTFKit seems remarkably nice and great to learn from. Thanks again!
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Very glad to hear it. Happy you’re having fun 
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