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Fix for normal generation does not work for UBERSHADER in gltf_viewer app #7905
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I think this is a known problem of the previous fix. |
I see, haven't seen any mention of this being a known issue in the PR description or anywhere in the code. I was also suggested to make some changes in Asset/Resource loader to make use of the desktop fix in Android so I thought this must be a bug Also would it make sense to use JITSHADER in Android ? |
You mentioned that it's not fixed for you even with #7917? I just tried your asset (
|
Here's some notes of what I did I added the following to
I ran it with
The result is |
Clean build worked. Also I modified |
Describe the bug
Fix for proper normal generation does not work for UBSERSHADER. This suggestion works for JITSHADER (default in gltf_viewer.cpp sample) but it doesn't work for UBERSHADER. Reason I want this to work for ubsershader is because we want to apply the fix for Android which only has
Ubershader.java
. Currently the fix is supported only for desktop app.Would the possible fix for Android be creating an equivalent
Jitshader.java
? Not sure why android only has ubershader & the benefits of one over the other. Any help to have the fix for proper normal generation in Android would be helpful. I tried to apply the fix for Android but not workingTo Reproduce
Steps to reproduce the behavior:
Run the sample
gltf_viewer.cpp
app with this suggested changeExpected behavior
Model should appear normally with UBERSHADER
Screenshots
Actual behavior - Model appears all black with UBSERSHADER
Logs
Model: walls.glb.zip
Desktop (please complete the following information):
Smartphone (please complete the following information):
Additional context
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