glTF-Asset-Generator

If a UV is set on a primitive, then a material and the following attributes are set on that primitive as well.
Otherwise, no material or attributes are set on that primitive.

Property Values
Vertex Normal :white_check_mark:
Vertex Tangent :white_check_mark:
Vertex Color :white_check_mark:
Normal Texture
Base Color Texture


Both primitives are using the same index values, but have different vertex positions.
If indices are not used, then the model are assigned unique vertex positions per the primitive mode.

Indices for Primitive 0 (Left) Indices for Primitive 1 (Right)


The texture applied to a primitive uses Vertex UV 1 if possible. otherwise, Vertex UV 0 is used.

Primitive 0 Vertex UV 0 Mapping Primitive 1 Vertex UV 0 Mapping Primitive 0 Vertex UV 1 Mapping Primitive 1 Vertex UV 1 Mapping


The following table shows the properties that are set for a given model.

  Sample Image Primitive 0 Vertex UV 0 Primitive 1 Vertex UV 0 Primitive 0 Vertex UV 1 Primitive 1 Vertex UV 1
00
View
       
01
View
:white_check_mark:      
02
View
  :white_check_mark:    
03
View
:white_check_mark: :white_check_mark:    
04
View
:white_check_mark:   :white_check_mark:  
05
View
  :white_check_mark:   :white_check_mark:
06
View
:white_check_mark: :white_check_mark:   :white_check_mark:
07
View
:white_check_mark: :white_check_mark: :white_check_mark:  
08
View
:white_check_mark: :white_check_mark: :white_check_mark: :white_check_mark: