Hi Robert,
Thanks for the tips!
I tried to open the MetalRoughSpheres example in
glTF-Sample-Models with vsgExample's vsgviewer but its spheres are
without textures. Are there any ENV variable, or specific one I
need to use? Should I use the regular, binary, or embedded? Should
the texture be in specific folder?
Cheers,
Denis
I tried to open the MetalRoughSpheres example in glTF-Sample-Models with vsgExample's vsgviewer but its spheres are without textures. Are there any ENV variable, or specific one I need to use? Should I use the regular, binary, or embedded? Should the texture be in specific folder?

This is what I get running vsgviewer glTF-Sample-Models/2.0/SpecGlossVsMetalRough/glTF/SpecGlossVsMetalRough.gltf:

Debugging assimp.cpp I can see that it can recognize the texture files. Moreover vertex, normals, etc are also being correctly read. I opened the model in blender, and it correctly displays the helmet, so it is not a corrupted file.If I was using a game engine my next step would be to see the wireframe rendering (to check if the vertices are actually being drawn), and after that alter the frag shader to just output a colour to see if the fragments are being processes. How easily can I do this in VSG?

Just to be sure I have downloaded this project with Vulkan examples (https://github.com/SaschaWillems/Vulkan.git) and they run fine. I have also updated the driver to 510.

I guess the helmet is the new teapot? :)
> Which version of the VSG, vsgXchange and Assimp are you building against?VSG: b83998efec73f4418b06deee123cd69172bcfb7bvsgXchange: b96dc46a738b43f75934e0bdf48efd4ab6e3c7feAssimp: 80b0b897edfc8d97a3071033b95dcd6b799e403b (tag: v5.1.4)
> It may be worth me uploading a gltf converted to .vsgb so you can test it to make sure it's not a loader issue.Yeah, that might help!


If I add an alpha channel to every base colour texture I don't see the issue. Not sure why when you do a texture(diffuseMap, texCoord0) on a RGB texture the alpha is returning 0.