load zeroed UVs as fallback in gltf loader (#1803)

fixes a lot of gltf loading failures (see https://github.com/bevyengine/bevy/issues/1802)
This commit is contained in:
Jakob Hellermann 2021-05-06 03:08:53 +00:00
parent 73ae6af6ef
commit cf8ef7660c

View file

@ -140,6 +140,11 @@ async fn load_gltf<'a, 'b>(
.map(|v| VertexAttributeValues::Float32x2(v.into_f32().collect()))
{
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, vertex_attribute);
} else {
let len = mesh.count_vertices();
let uvs = vec![[0.0, 0.0]; len];
bevy_log::debug!("missing `TEXCOORD_0` vertex attribute, loading zeroed out UVs");
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, uvs);
}
if let Some(vertex_attribute) = reader