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Describe the bug When exporting a mesh using draco compression, the mesh bounds written in the file is inverted on the X axis.
File OffsetCube.zip
To Reproduce
See the object been culled by Unity even when still in view.
Expected behavior The bounding box is correct and user doesn't need to use Mesh.RecalculateBounds to fix the mesh bounds.
Proposed fix We fixed this issue locally by adding a - here:
-
glTFast/Runtime/Scripts/Export/GltfWriter.cs
Line 1213 in ef121f3
-center.x-extents.x,
And here:
Line 1219 in ef121f3
-center.x+extents.x,
If you look at the legacy export, there is the - sign on X axis:
Line 1389 in ef121f3
Setup
The text was updated successfully, but these errors were encountered:
@atteneder Can you please take a look at this issue? It affects people using draco exports, and the fix seems pretty easy.
Sorry, something went wrong.
@anonymous2585 Great find and excellent report! The fix will land in one of the upcoming updates.
atteneder
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Describe the bug
When exporting a mesh using draco compression, the mesh bounds written in the file is inverted on the X axis.
File
OffsetCube.zip
To Reproduce
See the object been culled by Unity even when still in view.
Expected behavior
The bounding box is correct and user doesn't need to use Mesh.RecalculateBounds to fix the mesh bounds.
Proposed fix
We fixed this issue locally by adding a
-
here:glTFast/Runtime/Scripts/Export/GltfWriter.cs
Line 1213 in ef121f3
-center.x-extents.x,
)And here:
glTFast/Runtime/Scripts/Export/GltfWriter.cs
Line 1219 in ef121f3
-center.x+extents.x,
)If you look at the legacy export, there is the
-
sign on X axis:glTFast/Runtime/Scripts/Export/GltfWriter.cs
Line 1389 in ef121f3
Setup
The text was updated successfully, but these errors were encountered: