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There's a Godot bug in which the basis universal code looks up in source_images by the texture index, which is wrong. This will be incorrect or crash Godot if textures and images are not one-to-one in the GLTF document.
Currently the only workaround is to disable embedding which dumps all the textures into the project.
(Furthermore, for a game that loads VRM at runtime, they might not be able to afford compressing to basis during load)
The text was updated successfully, but these errors were encountered:
There's a Godot bug in which the basis universal code looks up in source_images by the texture index, which is wrong. This will be incorrect or crash Godot if textures and images are not one-to-one in the GLTF document.
Currently the only workaround is to disable embedding which dumps all the textures into the project.
(Furthermore, for a game that loads VRM at runtime, they might not be able to afford compressing to basis during load)
The text was updated successfully, but these errors were encountered: