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I haven't had chance to look at the model but it does sound like the original model doesn't have normals and the VSG is simply honoring this, while blending is adding them by default. In a modelling tools you could load the model, generate the normals then saving to gltf and then load into them in the VSG application. Or use the vsgXchange::assimp loaders support computing normals for you. The vsgXchange has a couple of options: vsg::Options::Value type
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crease_angle float
generate_sharp_normals bool
generate_smooth_normals bool
two_sided bool You can pass this options programatically using:
Or in vsgviewer:
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Hello,
In one of my free software programs, I'm exporting gltf. However when looking at the resulting gltf in vsgviewer, it looks very "dull" and unlit, compared to when loading the same gltf file into blender.
As other gltf files look much better in vsgviewer, I'm sure that I'm "too blame" in my construction of the gltf. Currently, my vertex buffer in the gltf file does not contain any normals, and I'm relying on autogenerated normals. Could that be the problem?
Here is the how the file looks in vsgviewer from a couple of different angles:
And here is how it looks like in blender:
And here is the glb file (wrapped in a zip file):
plate.zip
So my question what should I change either the gltf file or in (my version of) vsgviewer to get rendering similar to Blender?
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