{"action":"created","issue":{"url":"https://api.github.com/repos/KhronosGroup/glTF-Validator/issues/68","repository_url":"https://api.github.com/repos/KhronosGroup/glTF-Validator","labels_url":"https://api.github.com/repos/KhronosGroup/glTF-Validator/issues/68/labels{/name}","comments_url":"https://api.github.com/repos/KhronosGroup/glTF-Validator/issues/68/comments","events_url":"https://api.github.com/repos/KhronosGroup/glTF-Validator/issues/68/events","html_url":"https://github.com/KhronosGroup/glTF-Validator/issues/68","id":299184309,"number":68,"title":"Can \"MESH_PRIMITIVE_TOO_FEW_TEXCOORDS\" not be treated as an error?","user":{"login":"kcoley","id":3946928,"avatar_url":"https://avatars2.githubusercontent.com/u/3946928?v=4","gravatar_id":"","url":"https://api.github.com/users/kcoley","html_url":"https://github.com/kcoley","followers_url":"https://api.github.com/users/kcoley/followers","following_url":"https://api.github.com/users/kcoley/following{/other_user}","gists_url":"https://api.github.com/users/kcoley/gists{/gist_id}","starred_url":"https://api.github.com/users/kcoley/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/kcoley/subscriptions","organizations_url":"https://api.github.com/users/kcoley/orgs","repos_url":"https://api.github.com/users/kcoley/repos","events_url":"https://api.github.com/users/kcoley/events{/privacy}","received_events_url":"https://api.github.com/users/kcoley/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":2,"created_at":"2018-02-22T00:51:42Z","updated_at":"2018-02-26T18:27:44Z","closed_at":null,"author_association":"NONE","body":"Hello!\r\nI recently came across a model that was converted to glTF from BabylonJS.  The model is able to render in BabylonJS and ThreeJS, but the glTF validator yields the `MESH_PRIMITIVE_TOO_FEW_TEXCOORDS` error when the model shares a material across multiple mesh primitives, but one does not actually use the textures:\r\n\r\ni.e.\r\n```\r\n{\r\n      \"name\": \"material name\",\r\n      \"doubleSided\": true,\r\n      \"pbrMetallicRoughness\": {\r\n        \"baseColorFactor\": [\r\n          0.5,\r\n          0.5,\r\n          0.5,\r\n          1\r\n        ],\r\n        \"metallicFactor\": 0.1,\r\n        \"roughnessFactor\": 0.4,\r\n        \"baseColorTexture\": {\r\n          \"index\": 0\r\n        }\r\n      }\r\n    }\r\n```\r\n\r\n```\r\n{\r\n    \"code\": \"MESH_PRIMITIVE_TOO_FEW_TEXCOORDS\",\r\n    \"message\": \"Material is incompatible with mesh primitive: Texture binding '/materials/1/pbrMetallicRoughness/baseColorTexture' needs 'TEXCOORD_0' attribute.\",\r\n    \"severity\": 0,\r\n    \"pointer\": \"/meshes/99/primitives/0/material\"\r\n},\r\n```\r\nIs it possible to have this not treated as an error?  It may cause false negatives for some models and could cause extra material duplication just to try to get rid of the errors.\r\n\r\nThanks!"},"comment":{"url":"https://api.github.com/repos/KhronosGroup/glTF-Validator/issues/comments/368599980","html_url":"https://github.com/KhronosGroup/glTF-Validator/issues/68#issuecomment-368599980","issue_url":"https://api.github.com/repos/KhronosGroup/glTF-Validator/issues/68","id":368599980,"user":{"login":"bghgary","id":19158740,"avatar_url":"https://avatars2.githubusercontent.com/u/19158740?v=4","gravatar_id":"","url":"https://api.github.com/users/bghgary","html_url":"https://github.com/bghgary","followers_url":"https://api.github.com/users/bghgary/followers","following_url":"https://api.github.com/users/bghgary/following{/other_user}","gists_url":"https://api.github.com/users/bghgary/gists{/gist_id}","starred_url":"https://api.github.com/users/bghgary/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/bghgary/subscriptions","organizations_url":"https://api.github.com/users/bghgary/orgs","repos_url":"https://api.github.com/users/bghgary/repos","events_url":"https://api.github.com/users/bghgary/events{/privacy}","received_events_url":"https://api.github.com/users/bghgary/received_events","type":"User","site_admin":false},"created_at":"2018-02-26T18:27:44Z","updated_at":"2018-02-26T18:27:44Z","author_association":"NONE","body":"> How can a mesh exist, with a baseColorTexture, without using said texture?\r\n\r\nThis is more of a case where a material has texture(s) but the mesh primitive pointing to the material does not have texture coordinates. I think this is a valid use of materials. The same material can be used with textures and without textures."}}
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