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mgsx-dev avatar mgsx-dev commented on August 15, 2024

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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dzikoysk avatar dzikoysk commented on August 15, 2024

Throwing some kind of validation exception could be an option 🤔

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Dgzt avatar Dgzt commented on August 15, 2024

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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mgsx-dev avatar mgsx-dev commented on August 15, 2024

@Dgzt i added this in troubleshooting section : https://github.com/mgsx-dev/gdx-gltf#rigged-model-partially-rendered

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Dgzt avatar Dgzt commented on August 15, 2024

@mgsx-dev Thank you!

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mgsx-dev avatar mgsx-dev commented on August 15, 2024

@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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mgsx-dev avatar mgsx-dev commented on August 15, 2024

for reference: libgdx/libgdx#6496

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