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3.x: Fix validation errors due to chunk padding and empty skins. #54250

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merged 1 commit into from
Oct 26, 2021

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lyuma
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@lyuma lyuma commented Oct 26, 2021

Backport of #54249

Fixes #51132 and #54251

@lyuma lyuma requested a review from a team as a code owner October 26, 2021 03:24
@lyuma lyuma force-pushed the gltf_padding_fix_3.x branch 2 times, most recently from 51fa465 to b6e3873 Compare October 26, 2021 04:14
GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
@lyuma lyuma force-pushed the gltf_padding_fix_3.x branch from b6e3873 to e49f8c5 Compare October 26, 2021 04:17
@akien-mga akien-mga added this to the 3.4 milestone Oct 26, 2021
@akien-mga akien-mga merged commit 656894d into godotengine:3.x Oct 26, 2021
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Thanks!

@MrJoshBowman
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MrJoshBowman commented Oct 28, 2021

Tested it on latest 3.x build @lyuma and it's great to see that models are now exporting to Blender, but unfortunately there are no materials attached

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lyuma commented Oct 28, 2021

Just to avoid fragmenting the discussion, I'm following up over at #51132.

If you are able to provide precise reproduction steps, we can reopen that bug, or make a new one.

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3 participants