Imported glTF Files Are Having Double Vertices #74721

Closed
opened 2020-03-13 11:13:49 +01:00 by Emir Sinan Gürlek · 7 comments

System Information
Operating system: Windows-10 64 Bits
Graphics card: GeForce GTX 1070 NVIDIA 442.19

Blender Version
Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-06 22:46, hash: blender/blender@dcdcc23488

Short description of error
Imported glTF (or glb) files are having double vertices.

Exact steps for others to reproduce the error
1- Launch default Blender.
2- Export the cube as glTF or glb.
3- Import the glTF/glb file and notice the cube has double vertices that are not merged.

**System Information** Operating system: Windows-10 64 Bits Graphics card: GeForce GTX 1070 NVIDIA 442.19 **Blender Version** Broken: version: 2.83 (sub 6), branch: master, commit date: 2020-03-06 22:46, hash: `blender/blender@dcdcc23488` **Short description of error** Imported glTF (or glb) files are having double vertices. **Exact steps for others to reproduce the error** 1- Launch default Blender. 2- Export the cube as glTF or glb. 3- Import the glTF/glb file and notice the cube has double vertices that are not merged.

Added subscriber: @filibis

Added subscriber: @filibis

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Added subscriber: @elm19087

Added subscriber: @elm19087
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Hi all. glTF is a delivery format, not an interchange format. Internally, glTF stores its data the same way as "vertex attributes" in OpenGL/WebGL or other realtime graphics APIs, so that it is ready for rendering immediately even on mobile or low-power devices. As a result, glTF does not store vertices as merged as an artist might expect. Any vertices that have discontinuous UVs or discontinuous normals (as flat-shaded models do) must be split per-face to be stored in GPU-ready form.

So, this is not a bug, this is intended.

Here's a similar report on the GitHub repo, one of several: https://github.com/KhronosGroup/glTF-Blender-IO/issues/912

Hi all. glTF is a delivery format, not an interchange format. Internally, glTF stores its data the same way as "vertex attributes" in OpenGL/WebGL or other realtime graphics APIs, so that it is ready for rendering immediately even on mobile or low-power devices. As a result, glTF does not store vertices as merged as an artist might expect. Any vertices that have discontinuous UVs or discontinuous normals (as flat-shaded models do) must be split per-face to be stored in GPU-ready form. So, this is not a bug, this is intended. Here's a similar report on the GitHub repo, one of several: https://github.com/KhronosGroup/glTF-Blender-IO/issues/912

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Germano Cavalcante self-assigned this 2020-03-13 18:09:27 +01:00

@elm19087, thanks for the information.
Closing the report then.

@elm19087, thanks for the information. Closing the report then.
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Reference: blender/blender-addons#74721
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