Comments (7)
yes, it's a common pitfall, you probably have more bones in your model than what is configured in shader providers. You need to set more bones in your shader providers configuration. eg. new SceneManager(32)
.
I'll add something in the documentation about this.
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Throwing some kind of validation exception could be an option 🤔
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Thank you, as you said this solved the problem:
final DefaultShader.Config config = new DefaultShader.Config(); config.numBones = 32; sceneManager = new SceneManager(new DefaultShaderProvider(config), new DepthShaderProvider());
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@Dgzt i added this in troubleshooting section : https://github.com/mgsx-dev/gdx-gltf#rigged-model-partially-rendered
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@mgsx-dev Thank you!
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@dzikoysk this is handled at libGDX core level, i'll see if we can perform some kind of validation for those (numBones, lights, etc)
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for reference: libgdx/libgdx#6496
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