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GLTFLoader: Flip normalScale without tangents. #18112

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merged 3 commits into from Dec 20, 2019
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elalish
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@elalish elalish commented Dec 10, 2019

Fixes #11438

After reading this comment I applied this change to model-viewer. It appears to be the right change, given all the models I've seen. I think it also makes sense given the chain rule explanation given in that thread as well.

@mrdoob mrdoob added this to the r112 milestone Dec 10, 2019
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I think it also makes sense given the chain rule explanation given in that thread as well.

I assume you are referring to this?

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elalish commented Dec 10, 2019

@WestLangley Indeed, much appreciated!

@Mugen87 Mugen87 changed the title flip normalScale without tangents GLTFLoader: Flip normalScale without tangents. Dec 16, 2019
@@ -2262,6 +2262,14 @@ THREE.GLTFLoader = ( function () {

if ( materialDef.name !== undefined ) material.name = materialDef.name;

// Normal map textures use OpenGL conventions:
// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#materialnormaltexture
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I am not sure that comment explains the ensuing code block...

Maybe referencing #11438 (comment) would be OK?

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mrdoob commented Dec 17, 2019

/ping @donmccurdy


material.normalScale.y = - material.normalScale.y;

}
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Can you check that this is OK on a model with vertexTangents? Note that we're in the loadMaterial method here, and .vertexTangents wouldn't be set until later, in the assignFinalMaterial method, when we have access to the mesh and can confirm whether it has tangents. I think the change will need to be moved there.

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Indeed, found the repro with your shoe.glb. Moved and verified the fix. Thanks!

@mrdoob mrdoob merged commit b4d2be0 into mrdoob:dev Dec 20, 2019
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mrdoob commented Dec 20, 2019

Thanks!

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GLTFLoader: Normal-Tangent Test model result is incorrect
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