The example is a bit minimalistic.
Just a json model is loaded, and not much configuring going on.
var loader = new THREE.ObjectLoader();
loader.load( "models/json/lightmap/lightmap.json", function ( object ) {
scene.add( object );
} );\
Some digging around gave me the following parameters which are pre-set in the json model:
"materials": [ ... ,
{
"uuid": "56FF8500-53BD-4797-A1CD-4E22C54D186B",
"type": "MeshPhongMaterial",
"name": "floor",
"emissive": 0,
"specular": 1118481,
"shininess": 100,
"lightMap": "9F2CAC9D-AE10-4D5E-BE29-5105E807C99E",
"lightMapIntensity": 0.75,
"bumpMap": "19251D9F-B655-4799-A8F3-8BAF72AEA63A",
"bumpScale": 2,
"specularMap": "19251D9F-B655-4799-A8F3-8BAF72AEA63A",
"depthFunc": 3,
"depthTest": true,
"depthWrite": true
}, ],
and for the textures:
"textures": [
{
"uuid": "9F2CAC9D-AE10-4D5E-BE29-5105E807C99E",
"name": "",
"mapping": 300,
"repeat": [ 1, 1 ],
"offset": [ 0, 0 ],
"center": [ 0, 0 ],
"rotation": 0,
"wrap": [ 1001, 1001 ],
"format": 1023,
"minFilter": 1008,
"magFilter": 1006,
"anisotropy": 4,
"flipY": true,
"image": "1FBD379E-9B4F-44B1-A2C7-E484904BF9D6"
},
I found that loading my model inside the ThreeJS Editor also created a strange result.
The first thing that I notices is that the UV’s are not screwed-up like in my ThreeJS instance. But whats up with the just black/white texture thing?
[Update]
To visually recreate the problem that I’m experiencing i’d have to mirror my UV’s in 3ds max.
Exporting this created the right result in threejs instance.
Now the question is whether something goes wrong in the babylon exporter for 3ds max or when importing the glb?