Was testing worldmachine, and exported an Gltf format of the terrain.
Now…was trying to start sculpting on it, but noticed it is slow and jaggy wen using brushes to sculpt.
Testing sculpting on obj is much smoother, though both objects have the same poly count.
Would be nice if I could sculpt directly on the GLTF format since that is better to export with textures applied, and rotation properly set.
The mesh exported is only 128 000 polys, that shouldn´t be a problem normally to sculpt smoothly on.
no modifiers, no custom normal data as I can see.
Worldmachine obj and gltf export, I haven´t checked other gltf files and sculpting on that to see if it´s a general gltf performance issue, or if this is just something with this object exported from worldmachine.
As mentioned before, no difference in polycount between the obj file and the gltf file.
Adaptive resolution…but shouldn´t matter since obj is smooth to sculpt on.
I did remove uv maps, checked that there was no other normal data, saved as blender file and reloaded, but still the same slow performance, it´s like the brush almost snaps to a grid when moving with grab brush etc.
may have found the issue, it seems the clipping view if using default is causing this issue, increasing it and it seems to move smoother now.
Of course the size of the imported glb/gltf mesh is around 8000 x 8000 meters in the area, while the obj file comes in at 1 x1 meter in size, so …maybe no wonder why it got slow to work with if clipping view wasn´t adjusted, and why the obj file size is more adapted for sculpting than such a huge object.
Started to think about the display or view options since I noticed it looked strange with the wireframe overlay, and that it seemed to almost snap or move in steps to the grid as well.
So conclusion, not really the Gltf/glb format that is the issue, but the scale and at what setting you have in the clip start distance for the display, the default 0.001 will make stuff move in that relation it seems, so it feels it snaps to a grid… so 1m start did the trick.