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Validating Skin weights encoded with normalized UBYTE are reported as errors. #132
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The threshold for weights sum is defined as Could you please share an asset both with original and quantized weights? |
the original weights are: the quantized sum would be: Which clearly has a much larger error than 2e-7 I understand that the sum can be made with 127 and 128, which would made the total sum closer to 1, but I don't think what's more correct, to have both weights even, but undershoot, or have one weight undershoot, and the other one overshoot. |
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So, if I understand correctly, when dealing with quantized weights, the total sum of raw data should be 255 or 65535 respectively, is that right? If that's the case, this new detail should go in the official specification. |
I am writing some gltfs with skin joint weight vertex attributes. To save memory I am writing the WEIGHTS_0 attribute using Normalized UBYTE.
All the original weights are checked that their sum equals 1.
But when encoded to Normalized UBYTE, gltf validator reports these errors:
All the values are around 0.996... , So I pressume this is happening due to unavoidable precission loss.
I would suggest that gltf validator to adjust the allowed error, based on the precission on the encoding.
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