function to get the binary of this file.
Essentially the data coming in is a .glb file that I pass from C# after converting it to a base64 String:
var buffer = await FileIO.ReadBufferAsync(File);
var bytes = buffer.ToArray();
var result = Convert.ToBase64String(bytes);
What should I do after I get the result of the window.atob() function to get the model and display it in THREE.js? As in be able to do this:
Have you tried it with this approach?
If you transform your data to an instance of
ArrayBuffer, you can pass them to GLTFLoader.parse().
I have tried what you suggest but it didn’t work. I’m not sure what the rest of the GLTFLoader.parse() parameters sould be. Can I just pass the ArrayBuffer and then empty strings for the rest of them?
And yes I did post on StackOverflow but no one came back with an answer so I thought to come ask here as well.
I’m using the THREE.js site in a UWP webview.
So I’m trying your suggestion. I’d like to know what is the result of the GLTFLoader.parse() function?
Do I pass the result of the parse() function to the load() function or do I already have the result I need to show the model once I successfully parse the ArrayBuffer?
Thanks for the suggestion.
Since you already have the data in memory, it’s necessary to use
parse() similar to this example:
Instead of using the logic from the editor, you can directly add
result.scene to your scene.
That worked. Thanks a lot for your answer!
hey , can you please explain how you fixed this, i am kinda stuck