If you’re having trouble installing it could you post details? I’d rather fix that if possible.
Thank you sou much, you made me thing about the installation, the problem was in the executable .toktx, I had in other directory, so I change to /usr/bin/lib and gltf-transform work fine, thank you so much
By the other hand, do you kwon I can fix this ?
RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?
The eyes are the only texture that show in black in Android devices and Chrome in Mac Os, in iOS devices and Safari Mac OS looks good
This sounds like the issue described in A lot of memory with GLTF — textures need to use power-of-two dimensions, like 512px/1024px/2048px, and they need to be small enough that mobile devices can support them. Try to make sure that no texture is any larger than 2048px. You’ll need to resize the textures before converting them to Basis.
You’ll need to optimize the glTF model further until it is within the device’s limitations. There are a number of threads about this topic on the forums and elsewhere, one good example is this thread:
But as mugen87 mentions there, optimizing requires you to understand what parts of your model are not optimized to begin with. If you need help with that, I would recommend starting a new thread and sharing information about the model you’re trying to improve.
Before trying to reduce the size of the model, you’ll need to figure out why it’s large to begin with. Draco compression reduces geometry size, but a model could be large for other reasons: large textures, animations, node trees, etc. The quickest way I know of to debug is with the gltf-transform inspect input.glb CLI, which should print your mesh and texture sizes.
Aside, the reason the model’s size is actually increasing in your example is because it’s being converted from .glb (binary) to a .gltf (plaintext with embedded Data URI). A better set of options, if Draco is in fact necessary for this model, would be: