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noob question: .babylon -> .gltf tool


HoloLite
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@Deltakosh I just created the PG: http://www.babylonjs-playground.com/#I74IFH#4

See the console log for errors.

The call to  BABYLON.GLTF2Export.GLB(this.scene, "mygtlft") throws exception with the following error message:

  1. HTML1300: Navigation occurred.
    www.babylonjs-playground.com (1,1)
  2.  
    BJS - [09:55:43]: Babylon.js engine (v3.2.0-alpha10) launched
    babylon.js (4,7860)
  3.  
    converting to glb...
    eval code (13) (18,13)
  4. BJS - [09:55:46]: default material: Standard Material is currently not fully supported/implemented in glTF serializer
    babylon.js (4,8035)
  5. BJS - [09:55:46]: default material: Back-face culling enabled and two-sided lighting disabled is not supported in glTF.
    babylon.js (4,8035)
  6. BJS - [09:55:46]: SkyCarLightGlows: Standard Material is currently not fully supported/implemented in glTF serializer
    babylon.js (4,8035)
  7. BJS - [09:55:46]: SkyCarLightGlows: Back-face culling enabled and two-sided lighting disabled is not supported in glTF.
    babylon.js (4,8035)
  8. BJS - [09:55:46]: Unable to load from https://raw.githubusercontent.com/hololite/gltf-samples/master/babylonjs/car/MyScene.babylon: Error in onSuccess callback
    babylon.js (4,8230)
  9. WEBGL11046: INVALID_ENUM: framebufferTexture2D: Invalid or unsupported texture target
    babylon.js (8,11324)
  10. WEBGL11088: INVALID_FRAMEBUFFER_OPERATION: readPixels: No attachments present
    babylon.js (8,11779)

The 'conversion done' log is never generated.

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@kcoley, I've move things around in my git rep, so the scene url has changed and might break the PG in the near future.

Here is the update PG with the correct scene url.

http://www.babylonjs-playground.com/#I74IFH#5

I just tried the PG now, I don't see the error popup yet, but looks like the call is still throwing exception inside ?

I don't see the 'conversion done' trace being logged on the console.

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Hi @HoloLite,

I made a few tweeks to your playground to get it to work:

http://playground.babylonjs.com/#8BNBM9

To use the glTF serializer, the scene must be completely loaded first, so I added the executeWhenReady callback.  Also, to prevent including the skybox in the scene, I defined a shouldExportMesh option, which excludes meshes from being included in the final glTF scene.  Let me know if that makes sense.

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