Reads a glTF 2.0 asset like importGLTF: KHR_draco_mesh_compression
primitives decode through the draco3d decoder (WASM), and external
(non-embedded) .bin buffers load through options.resolveBuffer. A Draco
primitive's positions and faces come from its compressed buffer view
(attribute ids from the extension); its node placement still bakes into
world positions and its TEXCOORD_0 UVs, while colors read as null (compressed attributes beyond
POSITION are not mapped).
Primitives without the extension decode synchronously in place, so assets
without Draco never initialize the decoder.
When the container is malformed, a buffer is external without a
resolveBuffer (or its bytes cannot be resolved), a Draco primitive fails
to decode, a primitive is not a triangle mesh, or the file holds no
triangle meshes.
Reads a glTF 2.0 asset like importGLTF:
KHR_draco_mesh_compressionprimitives decode through the draco3d decoder (WASM), and external (non-embedded).binbuffers load throughoptions.resolveBuffer. A Draco primitive's positions and faces come from its compressed buffer view (attribute ids from the extension); its node placement still bakes into world positions and itsTEXCOORD_0UVs, while colors read asnull(compressed attributes beyond POSITION are not mapped).Primitives without the extension decode synchronously in place, so assets without Draco never initialize the decoder.