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Hi Vailor1,

I've submitted the GOX file via the link above as requested. When this GOX file is optimized (either standard or greedy algos) & saved to GLTF or GLB- the resulting file is invalid file to  due to misalignment with 4 byte boundaries (more details below). You can verify that the file is invalid here: https://github.khronos.org/glTF-Validator/

I'm receiving this error when loading the GLB via Pixi3D (pixi3d.org), however I've noted that this error isn't handled the same in libraries such as Three.JS because contributors have "softened" reading the GLTF file-format because many GLTF exporters (including Blender) early on ignored the 4 byte boundary rule.

In the case you're not across what this means - to save you some time here is the link to the spec: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html. Details on data-alignment can be found under section 3.6.2.4 (Data Alignment) where it's stated: "For performance and compatibility reasons, each element of a vertex attribute MUST be aligned to 4-byte boundaries inside a bufferView (i.e., accessor.byteOffset and bufferView.byteStride MUST be multiples of 4)."

I've found a hacky & painful workaround by loading the exported model into the ThreeJS web editor and exporting from here; it works - however this creates other issues and warnings - so it's not ideal by any means. Right now this is my go-to-solution, and I'd *really* appreciate a fix for v-optimiser - it would make life much easier ATM. :-) 

Anyhow, thanks very much for your quick reply - hopefully it all makes sense to you!

Cheers,

-R