If you compare tutorial 25 (model loading) and 35 (glTF/KTX), the model appears mirrored. For example, notice how the axe points left in tutorial 25, but it points right in tutorial 35.
I loaded the GLB model on Blender and it seems there is something wrong with how the tutorial does it.
I'm unfortunately doing the tutorial using an entirely different tech stack (Haskell instead of C++, gltf-loader to load the model, linear instead of GLM), but in my case it was fixed by keeping the front face counter-clockwise, doing the initial rotating around 90 degrees (not -90), and not negating the y axis during the model load. While loading the Wavefront OBJ, the code was bit more similar to how the C++ implementation does it.
By the way, the tutorial also never mentions that the initial rotation was added and that the front face was changed to clockwise, so it should be updated.
If you compare tutorial 25 (model loading) and 35 (glTF/KTX), the model appears mirrored. For example, notice how the axe points left in tutorial 25, but it points right in tutorial 35.
I loaded the GLB model on Blender and it seems there is something wrong with how the tutorial does it.
I'm unfortunately doing the tutorial using an entirely different tech stack (Haskell instead of C++,
gltf-loaderto load the model,linearinstead of GLM), but in my case it was fixed by keeping the front face counter-clockwise, doing the initial rotating around 90 degrees (not -90), and not negating the y axis during the model load. While loading the Wavefront OBJ, the code was bit more similar to how the C++ implementation does it.By the way, the tutorial also never mentions that the initial rotation was added and that the front face was changed to clockwise, so it should be updated.