The GLTF importer is currently completely broken whenever you apply normal maps to your imported mesh. Since the meshes you export that share the same material merge together, some meshes will have support for DirectX only and some only with OpenGL
OpenGL applied, The pillars behave as they should but not other stuff
DirectX applied, Other stuff works as it should but not the pillars.
Blender viewport, everything works fine. Would also work fine if i import to roblox as FBX with everything split up by me
My hypothesis is that these normal screw-ups occur in the process of splitting up the objects into multiple and exporting as well as when they eventually also merge the objects that have the same materials applied to them.
So some type of issue on either the export or the import ends with the calculations of what is supposed to merge and what is supposed to split up just goes ballistic
Since i’m making a build kit, this format of export would have been so handy for me, as otherwise i would have needed to manually split up everything in blender upon export so this file format would have been great to use. But due to this bug of exporting with normals, i cant. I asked around with other 3D artists that i know and they all told me they also stopped using this feature because of that, which is a shame since it could have been the best feature for us builders. Please make sure this system works properly or implement a multi material system that
Until this issue is resolved, the mesh format is pretty much fully unusable and hyped up for no reason unfortunately since normal maps play a HUGE role when it comes to mesh detail and without support for normal maps, not many are going to use this.