I created a model in 3ds max and exported it to fbx format. Then I used FBX2glTF to convert the fbx file to glb format. When I imported the glb file into the three.js editor, I configured the emissiveMap. The image display is flipped, and it display the image right in babylonjs. What could be the problem?
As mentioned in the following guide, you have to configure textures in a special way if you apply them manually to a loaded glTF
asset.
https://threejs.org/docs/index.html#examples/en/loaders/GLTFLoader
To be more precise, you have to do this:
texture.flipY = false;
so the texture is correctly displayed according to the uv convention of glTF
. Unfortunately, it’s not yet possible to configure texture properties in the editor.
1 Like
Thanks for your reply, i will try
I tried adding:
texture.encoding = THREE.sRGBEncoding;
texture.flipY = false;
Vertical flip is correct. but horizontal flip is still bad. has any texture.flipX = false;
?
I didn’t find it in the documentation
I found a solution and it worked. but I don’t know if there are side effects
texture.wrapS = THREE.RepeatWrapping;
texture.repeat.x = - 1;
1 Like
You’ll need to add flipY
where you load the texture in your JS - for example:
new TextureLoader().load('your-image-url.jpg', texture => {
texture.flipY = false
// do something with the texture here
}