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STL Loading


Pryme8
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Back from the dead ^_^_^ MUAHAHAHA....


Anyways, I am loading an external STL, and everything seems to be going as planned.  The file loads but nothing ever appears in the draw stack.  It shows that there is a loaded mesh, that it contains polygonal data etc, but the draw calls remain at 0.

Its been a while seine I have worked in BJS so I kinda don't even know where to start debugging this.

This is the STL file https://s3-us-west-1.amazonaws.com/kirakira-dev/user-photos-main/577bfb3b6aa5717c0c06af6c/user-photos/1483735045390group_lmnop.stl

and here is a screenshot of the debug layer:

Any help on this would be greatly appreciated.
 

Example.png

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Ok I think I may be doing it wrong... Do I have to load the STL with

BABYLON.SceneLoader.Load()?

and not the asset manager?

I found 

but the information on there was not much help.


Does anyone have a working example of a STL being loaded (ASCII because of no binary support)

The thing that is tripping me out is the fact there are no draw calls though there is and active mesh.


Here are two playgrounds showing it does not work:
https://www.babylonjs-playground.com/#VSVK9G#1
- this one is using the AssetManager
https://www.babylonjs-playground.com/#VSVK9G
- this one is using the SceneLoader

The SceneLoader one does not even finish up because of an error in the STL loader. I have also tried the a different STL file to verify and im getting the same errors it seems:https://cdn.coursesaver.com/files/Part26-4.STL at least on the SceneLoader it seems to work when I use the AssetManager.

**Kinda Solved... Im thinking its just because some of the STL files are crap...
https://www.babylonjs-playground.com/#VSVK9G#2

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Just added some playgrounds.  I think the problem I was having is some of the STL's were binary and some of them were also badly formatted ASCII.

https://www.babylonjs-playground.com/#VSVK9G#1
Kinda stumps me though, it looks like the mesh loaded but I get no draw calls... I pretty much moved onto a different STL and the issues stopped, but thought this was weird behavior.  Is it because the mesh is not in the cameras view?

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