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Some models have too dark materials. E.g. this dungeon has very dark unlit materials in glTF. It looks dark when viewed in Castle Game Engine and other glTF viewers.
TODO: New material components will allow you to easily override faulty materials.
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Sometimes the exported glTF says to use blending when it actually should not. For example this chunky knight has rendering issues, in Castle Game Engine and other glTF viewers, due to using blending when it should not.
This likely follows Sketchfab docs (glTF, GLB, and USDZ) saying that they don’t export Refraction, Dithered, and Additive transparency (will be converted to Blending).
The solution is just to disable blending in CGE for these models, setting
MyScene.RenderOptions.Blending
tofalse
.Unfortunately, we cannot do it automatically, as there’s no information in the glTF file to indicate this faulty situation. And disabling
MyScene.RenderOptions.Blending
for all models imported from Sketchfab would also disable some totally correct blending usage.