#M3D Model texture(?) issues

10 messages · Page 1 of 1 (latest)

past valve
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I am loading a model with a pretty small texture embedded inside, but when displaying it, there is quite a visible transparency split happening in some parts around the middle. I am not sure what is causing this. Here is a screenshot of it + the model file itself and the fragment shader I made for this.
The model looks completely fine in Blender as well as when imported in some engine like Godot.

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Closer look.

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Here's also the vertex shader. I'll note this still happens regardless of shader usage.

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Loading in a texture from a separate file does not change anything.

chilly coral
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then the UVs are probably baked in that way

past valve
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Hm, I've been wondering if that could be it

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Might have to ask m3d dev about it

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M3D makes the unusual decision to encode only 0-1 UV range

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This model does not go above that but you can see how it goes about things different

past valve
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I've identified what seems to be the issue:

Be careful about the M3D exporter's auto precision setting!

It seems to have gone with int8 which led to the weird seam issue. Going to just int16 alone already seemingly fixed the issue here.