I’ve tried everything, frustrum, material side, redo-normals, remade-model…
I dont think it’s related to the model. Something in the code.
I’ve never encountered this before, does anyone know what code error would cause this inside-out behavior for a loaded GLTF?
One common cause for this would be if the model has enabled alpha blending transparency (.transparent = true
) on materials that should be opaque.
Try loading the model in https://gltf.report/ and then running the script below in the script tab, to see if that fixes it?
for (const material of document.getRoot().listMaterials()) {
material.setAlphaMode('OPAQUE');
}
Wow that was difficult to debug. I thought it was a model issues as well. Of course, a dumb typo:
I did this:
this.camera = new THREE.PerspectiveCamera( this.scene_settings.fov, window.innerWidth,window.innerHeight, 0.1,20 );
When it shuold be this:
this.camera = new THREE.PerspectiveCamera( this.scene_settings.fov, window.innerWidth/window.innerHeight, 0.1,20 );
Which led to the camera just doing the wildest things.
Ahhhhhhhh
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