I loaded 2 different .glb models and added the same texture and used to same repeat values for x, y and z, but… on one model the texture appears clearly and on the other model the texture is zoomed in and appears as a plain color.
So my question is besides setting repeat values for a texture what else determines how the texture appears.
The models are from different sources, the first one i downloaded it here https://s3-us-west-2.amazonaws.com/s.cdpn.io/1376484/chair.glb and the other one i created it using Marvelous designer and converted it to .glb using blender.
The texture coordinates of the model. They are also called uv coordinates and usually authored in a tool like Blender. Although in some (rare) cases, they are also created computationally. For example the geometry generators of
SphereGeometry) are doing this.
If you want to find out whether texture coordinates are defined you can check if the geometries of your meshes have a
uv buffer attribute. If it is missing, applying textures won’t work as expected. In this case, you have to re-export the model from Blender with proper texture coordinates.
BTW: Debugging textures like this one are also helpful to verify the existence or integrity of texture coordinates.
Mugen87 thanks a lot …i did some uv editing in blender and exported to .glb and now textures fit perfectly )